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+ +{+new Link().toSrc(item.alias).withText(item.name)+}
+-
+
- Author: +
- {+item.author+} +
- Version: +
- {+item.version+} +
- Location: +
- {+location+} +
+
diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..b512c09d --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +node_modules \ No newline at end of file diff --git a/README.md b/README.md index 40864757..2b12ed7c 100644 --- a/README.md +++ b/README.md @@ -1,40 +1,46 @@ # BioCrowds Biocrowds is a crowd simulation algorithm based on the formation of veination patterns on leaves. It prevents agents from colliding with each other on their way to their goal points using a notion of "personal space". Personal space is modelled with a space colonization algorithm. Markers (just points) are scattered throughout the simulation space, on the ground. At each simulation frame, each marker becomes "owned" by the agent closest to it (with some max distance representing an agent's perception). Agent velocity at the next frame is then computed using a sum of the displacement vectors to each of its markers. Because a marker can only be owned by one agent at a time, this technique prevents agents from colliding. -## Agent Representation (15 pts) -Create an agent class to hold properties used for simulating and drawing the agent. Some properties you may want to consider include the following: -- Position -- Velocity -- Goal -- Orientation -- Size -- Markers - -## Grid/Marker Representation (25 pts) -Markers should be scattered randomly across a uniform grid. You should implement an efficient way of determining the nearest agent to a given marker. Based on an marker's location, you should be able to get the nearest four grid cells and loop through all the agents contained in them. - -## Setup (10 pts) -- Create a scene (standard, with camera controls) and scatter markers across the entire ground plane -- Spawn agents with specified goal points - -## Per Frame (35 pts) -- Assign markers to the nearest agent within a given radius. Be sure that a marker is only assigned to a single, unique agent. -- Compute velocity for each agent -- New velocity is determined by summing contributions from all the markers the agent "owns". Each marker contribution consists of the displacement vector between the agent and the marker multiplied by some (non-negative) weight. The weighting is based on - - Similarity between the displacement vector and the vector to agent's goal (the more similar, the higher the weight. A dot product works well) - - Distance from agent (the further away, the less contribution) -Each contribution is normalized by the total marker contributions (divide each contribution by sum total) - - Clamp velocity to some maximum (you probably want to choose a max speed such that you agent will never move further than its marker radius) -- Move agents by their newly computed velocity * time step -- Draw a ground plane and cylinders to represent the agents. -- For a more thorough explanation, see [HERE](http://www.inf.pucrs.br/~smusse/Animacao/2016/CrowdTalk.pdf) and [HERE](http://www.sciencedirect.com/science/article/pii/S0097849311001713) and [HERE](https://books.google.com/books?id=3Adh_2ZNGLAC&pg=PA146&lpg=PA146&dq=biocrowds%20algorithm&source=bl&ots=zsM86iYTot&sig=KQJU7_NagMK4rbpY0oYc3bwCh9o&hl=en&sa=X&ved=0ahUKEwik9JfPnubSAhXIxVQKHUybCxUQ6AEILzAE#v=onepage&q=biocrowds%20algorithm&f=false) and [HERE](https://cis700-procedural-graphics.github.io/files/biocrowds_3_21_17.pdf) +## Agent Representation +My agents hold their current position on the grid, their goal position, thier color, and a list of the markers they own. + +## Grid/Marker Representation +I used stratified sampling to find 10 samples for every cell in my 20 x 20 grid to decide the locations of markers. Here is a picture of my board with all the markers represented by a pink dot: + + + +When I added in obstacles to the simulation, I stopped the agents from entering those obstacles and passing through them by not placing markers at those obstacles positions. Here is a picture of the markers when an obstacle was on the board: + + + +In order to assign markers to the agents I used the following process: I went through each of the markers on my grid and for each of them, I had a variable closestDist, which was set to the radius I wanted to search for markers around the agent, and a variable closestAgent, which was set to undefined. I went through each of the agents, reassigning closestDist and closestAgent if a closer agent than the search radius distance away. If closestAgent was defined, then that agent was given the marker to "own". This process ensured each marker would only be assigned to one unique agent. + +## Per Frame +Every frame I updated which markers each agent owned, calculated those markers' weights based on the cosine of the angle between the vector from the agent to the marker and the vector from the agent to its goal, and combined them to get a vector of displacement for this frame, which I multiplied by the time step (based on speed) and added to the agent's position. In order to keep the agents from colliding with each other, I clamped the final displacement on this frame so that it would not exceed the agent's search radius. ## Two scenarios -- Create two different scenarios (initial agent placement, goals) to show off the collision avoidance. Try to pick something interesting! Classics include two opposing lines of agents with goals on opposite sides, or agents that spawn in a circle, which each agent's goal directly across. -- Provide some way to switch between scenarios +I provided two simulations. In the first one, 5 agents are lined up on each of the top, bottom, left , and right sides of the board. Each of the agents' goals are to get to the exact opposite side of the board. Thus, some difficulty and confusion occurs in the middle of the board. Here are some images of the simulation: + + + + + +In the second simulation, 10 agents are lined up on the top and bottom sides of the board and their goals are again to get to the opposite side. In this simulation, two obstacles with a gao between them provide a simulated doorway, so the agents must wait and form streams to get across. Here are some images of this simulation: + + + + +##Interactivity +I provided a speed parameter, which increases the time step, making the agents move more quickly. + +I also provided parameters to add an obstacle on the crossing simulation and move that obstacle on the board, as well as parameters to move the doorway on the board and increase or decrease the gap of the doorway. + +Here are images of the crossing simulation with an obstacle: + + + + +And an image of the doorway simulation with a smaller gap: -## Deploy your code! (5 pts) -- Your demo should run on your gh-pages branch + -## Extra credit -- Add obstacles to your scene, such that agents avoid them \ No newline at end of file diff --git a/cross01.PNG b/cross01.PNG new file mode 100644 index 00000000..e21c8068 Binary files /dev/null and b/cross01.PNG differ diff --git a/cross02.PNG b/cross02.PNG new file mode 100644 index 00000000..9682fd81 Binary files /dev/null and b/cross02.PNG differ diff --git a/cross03.PNG b/cross03.PNG new file mode 100644 index 00000000..3c2da6a1 Binary files /dev/null and b/cross03.PNG differ diff --git a/crossOb01.PNG b/crossOb01.PNG new file mode 100644 index 00000000..b9537844 Binary files /dev/null and b/crossOb01.PNG differ diff --git a/crossOb02.PNG b/crossOb02.PNG new file mode 100644 index 00000000..388d36d8 Binary files /dev/null and b/crossOb02.PNG differ diff --git a/crossObDiffPlace.PNG b/crossObDiffPlace.PNG new file mode 100644 index 00000000..773ca627 Binary files /dev/null and b/crossObDiffPlace.PNG differ diff --git a/doorway01.PNG b/doorway01.PNG new file mode 100644 index 00000000..fd8dea08 Binary files /dev/null and b/doorway01.PNG differ diff --git a/doorway02.PNG b/doorway02.PNG new file mode 100644 index 00000000..732135e7 Binary files /dev/null and b/doorway02.PNG differ diff --git a/doorwaySmallGap.PNG b/doorwaySmallGap.PNG new file mode 100644 index 00000000..ba6dad2f Binary files /dev/null and b/doorwaySmallGap.PNG differ diff --git a/index.html b/index.html new file mode 100644 index 00000000..a7870547 --- /dev/null +++ b/index.html @@ -0,0 +1,19 @@ + + +
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+ Babylon is a JavaScript parser used in Babel. +
+ + + + - The latest ECMAScript version enabled by default (ES2017). + - Comment attachment. + - Support for JSX and Flow. + - Support for experimental language proposals (accepting PRs for anything at least [stage-0](https://github.com/tc39/proposals/blob/master/stage-0-proposals.md)). + +## Credits + +Heavily based on [acorn](https://github.com/marijnh/acorn) and [acorn-jsx](https://github.com/RReverser/acorn-jsx), +thanks to the awesome work of [@RReverser](https://github.com/RReverser) and [@marijnh](https://github.com/marijnh). + +Significant diversions are expected to occur in the future such as streaming, EBNF definitions, sweet.js integration, interspatial parsing and more. + +## API + +### `babylon.parse(code, [options])` + +### `babylon.parseExpression(code, [options])` + +`parse()` parses the provided `code` as an entire ECMAScript program, while +`parseExpression()` tries to parse a single Expression with performance in +mind. When in doubt, use `.parse()`. + +### Options + +- **allowImportExportEverywhere**: By default, `import` and `export` + declarations can only appear at a program's top level. Setting this + option to `true` allows them anywhere where a statement is allowed. + +- **allowReturnOutsideFunction**: By default, a return statement at + the top level raises an error. Set this to `true` to accept such + code. + +- **allowSuperOutsideMethod**: TODO + +- **sourceType**: Indicate the mode the code should be parsed in. Can be + either `"script"` or `"module"`. + +- **sourceFilename**: Correlate output AST nodes with their source filename. Useful when generating code and source maps from the ASTs of multiple input files. + +- **startLine**: By default, the first line of code parsed is treated as line 1. You can provide a line number to alternatively start with. Useful for integration with other source tools. + +- **plugins**: Array containing the plugins that you want to enable. + +- **strictMode**: TODO + +### Output + +Babylon generates AST according to [Babel AST format][]. +It is based on [ESTree spec][] with the following deviations: + +- [Literal][] token is replaced with [StringLiteral][], [NumericLiteral][], [BooleanLiteral][], [NullLiteral][], [RegExpLiteral][] +- [Property][] token is replaced with [ObjectProperty][] and [ObjectMethod][] +- [MethodDefinition][] is replaced with [ClassMethod][] +- [Program][] and [BlockStatement][] contain additional `directives` field with [Directive][] and [DirectiveLiteral][] +- [ClassMethod][], [ObjectProperty][], and [ObjectMethod][] value property's properties in [FunctionExpression][] is coerced/brought into the main method node. + +AST for JSX code is based on [Facebook JSX AST][] with the addition of one node type: + +- `JSXText` + +[Babel AST format]: https://github.com/babel/babylon/blob/master/ast/spec.md +[ESTree spec]: https://github.com/estree/estree + +[Literal]: https://github.com/estree/estree/blob/master/es5.md#literal +[Property]: https://github.com/estree/estree/blob/master/es5.md#property +[MethodDefinition]: https://github.com/estree/estree/blob/master/es2015.md#methoddefinition + +[StringLiteral]: https://github.com/babel/babylon/blob/master/ast/spec.md#stringliteral +[NumericLiteral]: https://github.com/babel/babylon/blob/master/ast/spec.md#numericliteral +[BooleanLiteral]: https://github.com/babel/babylon/blob/master/ast/spec.md#booleanliteral +[NullLiteral]: https://github.com/babel/babylon/blob/master/ast/spec.md#nullliteral +[RegExpLiteral]: https://github.com/babel/babylon/blob/master/ast/spec.md#regexpliteral +[ObjectProperty]: https://github.com/babel/babylon/blob/master/ast/spec.md#objectproperty +[ObjectMethod]: https://github.com/babel/babylon/blob/master/ast/spec.md#objectmethod +[ClassMethod]: https://github.com/babel/babylon/blob/master/ast/spec.md#classmethod +[Program]: https://github.com/babel/babylon/blob/master/ast/spec.md#programs +[BlockStatement]: https://github.com/babel/babylon/blob/master/ast/spec.md#blockstatement +[Directive]: https://github.com/babel/babylon/blob/master/ast/spec.md#directive +[DirectiveLiteral]: https://github.com/babel/babylon/blob/master/ast/spec.md#directiveliteral +[FunctionExpression]: https://github.com/babel/babylon/blob/master/ast/spec.md#functionexpression + +[Facebook JSX AST]: https://github.com/facebook/jsx/blob/master/AST.md + +### Semver + +Babylon follows semver in most situations. The only thing to note is that some spec-compliancy bug fixes may be released under patch versions. + +For example: We push a fix to early error on something like [#107](https://github.com/babel/babylon/pull/107) - multiple default exports per file. That would be considered a bug fix even though it would cause a build to fail. + +### Example + +```javascript +require("babylon").parse("code", { + // parse in strict mode and allow module declarations + sourceType: "module", + + plugins: [ + // enable jsx and flow syntax + "jsx", + "flow" + ] +}); +``` + +### Plugins + + - `jsx` + - `flow` + - `doExpressions` + - `objectRestSpread` + - `decorators` (Based on an outdated version of the Decorators proposal. Will be removed in a future version of `Babylon`) + - `classProperties` + - `exportExtensions` + - `asyncGenerators` + - `functionBind` + - `functionSent` + - `dynamicImport` diff --git a/node_modules/babylon/bin/babylon.js b/node_modules/babylon/bin/babylon.js new file mode 100644 index 00000000..449ddfed --- /dev/null +++ b/node_modules/babylon/bin/babylon.js @@ -0,0 +1,16 @@ +#!/usr/bin/env node +/* eslint no-var: 0 */ + +var babylon = require(".."); +var fs = require("fs"); + +var filename = process.argv[2]; +if (!filename) { + console.error("no filename specified"); + process.exit(0); +} + +var file = fs.readFileSync(filename, "utf8"); +var ast = babylon.parse(file); + +console.log(JSON.stringify(ast, null, " ")); diff --git a/node_modules/babylon/bin/generate-identifier-regex.js b/node_modules/babylon/bin/generate-identifier-regex.js new file mode 100644 index 00000000..9b0ae7d6 --- /dev/null +++ b/node_modules/babylon/bin/generate-identifier-regex.js @@ -0,0 +1,62 @@ +"use strict"; + +// Which Unicode version should be used? +const version = "9.0.0"; + +const start = require("unicode-" + version + "/Binary_Property/ID_Start/code-points.js") + .filter(function(ch) { return ch > 0x7f; }); +let last = -1; +const cont = [0x200c, 0x200d].concat( + require("unicode-" + version + "/Binary_Property/ID_Continue/code-points.js") + .filter(function(ch) { + return ch > 0x7f && search(start, ch, last + 1) == -1; + }) + ); + +function search(arr, ch, starting) { + for (let i = starting; arr[i] <= ch && i < arr.length; last = i++) + if (arr[i] === ch) + return i; + return -1; +} + +function pad(str, width) { + while (str.length < width) str = "0" + str; + return str; +} + +function esc(code) { + const hex = code.toString(16); + if (hex.length <= 2) return "\\x" + pad(hex, 2); + else return "\\u" + pad(hex, 4); +} + +function generate(chars) { + const astral = []; + let re = ""; + for (let i = 0, at = 0x10000; i < chars.length; i++) { + const from = chars[i]; + let to = from; + while (i < chars.length - 1 && chars[i + 1] == to + 1) { + i++; + to++; + } + if (to <= 0xffff) { + if (from == to) re += esc(from); + else if (from + 1 == to) re += esc(from) + esc(to); + else re += esc(from) + "-" + esc(to); + } else { + astral.push(from - at, to - from); + at = to; + } + } + return { nonASCII: re, astral: astral }; +} + +const startData = generate(start); +const contData = generate(cont); + +console.log("let nonASCIIidentifierStartChars = \"" + startData.nonASCII + "\";"); +console.log("let nonASCIIidentifierChars = \"" + contData.nonASCII + "\";"); +console.log("const astralIdentifierStartCodes = " + JSON.stringify(startData.astral) + ";"); +console.log("const astralIdentifierCodes = " + JSON.stringify(contData.astral) + ";"); diff --git a/node_modules/babylon/lib/index.js b/node_modules/babylon/lib/index.js new file mode 100644 index 00000000..f64e4b11 --- /dev/null +++ b/node_modules/babylon/lib/index.js @@ -0,0 +1,7096 @@ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +/* eslint max-len: 0 */ + +// This is a trick taken from Esprima. It turns out that, on +// non-Chrome browsers, to check whether a string is in a set, a +// predicate containing a big ugly `switch` statement is faster than +// a regular expression, and on Chrome the two are about on par. +// This function uses `eval` (non-lexical) to produce such a +// predicate from a space-separated string of words. +// +// It starts by sorting the words by length. + +function makePredicate(words) { + words = words.split(" "); + return function (str) { + return words.indexOf(str) >= 0; + }; +} + +// Reserved word lists for various dialects of the language + +var reservedWords = { + 6: makePredicate("enum await"), + strict: makePredicate("implements interface let package private protected public static yield"), + strictBind: makePredicate("eval arguments") +}; + +// And the keywords + +var isKeyword = makePredicate("break case catch continue debugger default do else finally for function if return switch throw try var while with null true false instanceof typeof void delete new in this let const class extends export import yield super"); + +// ## Character categories + +// Big ugly regular expressions that match characters in the +// whitespace, identifier, and identifier-start categories. These +// are only applied when a character is found to actually have a +// code point above 128. +// Generated by `bin/generate-identifier-regex.js`. + +var nonASCIIidentifierStartChars = "\xAA\xB5\xBA\xC0-\xD6\xD8-\xF6\xF8-\u02C1\u02C6-\u02D1\u02E0-\u02E4\u02EC\u02EE\u0370-\u0374\u0376\u0377\u037A-\u037D\u037F\u0386\u0388-\u038A\u038C\u038E-\u03A1\u03A3-\u03F5\u03F7-\u0481\u048A-\u052F\u0531-\u0556\u0559\u0561-\u0587\u05D0-\u05EA\u05F0-\u05F2\u0620-\u064A\u066E\u066F\u0671-\u06D3\u06D5\u06E5\u06E6\u06EE\u06EF\u06FA-\u06FC\u06FF\u0710\u0712-\u072F\u074D-\u07A5\u07B1\u07CA-\u07EA\u07F4\u07F5\u07FA\u0800-\u0815\u081A\u0824\u0828\u0840-\u0858\u08A0-\u08B4\u08B6-\u08BD\u0904-\u0939\u093D\u0950\u0958-\u0961\u0971-\u0980\u0985-\u098C\u098F\u0990\u0993-\u09A8\u09AA-\u09B0\u09B2\u09B6-\u09B9\u09BD\u09CE\u09DC\u09DD\u09DF-\u09E1\u09F0\u09F1\u0A05-\u0A0A\u0A0F\u0A10\u0A13-\u0A28\u0A2A-\u0A30\u0A32\u0A33\u0A35\u0A36\u0A38\u0A39\u0A59-\u0A5C\u0A5E\u0A72-\u0A74\u0A85-\u0A8D\u0A8F-\u0A91\u0A93-\u0AA8\u0AAA-\u0AB0\u0AB2\u0AB3\u0AB5-\u0AB9\u0ABD\u0AD0\u0AE0\u0AE1\u0AF9\u0B05-\u0B0C\u0B0F\u0B10\u0B13-\u0B28\u0B2A-\u0B30\u0B32\u0B33\u0B35-\u0B39\u0B3D\u0B5C\u0B5D\u0B5F-\u0B61\u0B71\u0B83\u0B85-\u0B8A\u0B8E-\u0B90\u0B92-\u0B95\u0B99\u0B9A\u0B9C\u0B9E\u0B9F\u0BA3\u0BA4\u0BA8-\u0BAA\u0BAE-\u0BB9\u0BD0\u0C05-\u0C0C\u0C0E-\u0C10\u0C12-\u0C28\u0C2A-\u0C39\u0C3D\u0C58-\u0C5A\u0C60\u0C61\u0C80\u0C85-\u0C8C\u0C8E-\u0C90\u0C92-\u0CA8\u0CAA-\u0CB3\u0CB5-\u0CB9\u0CBD\u0CDE\u0CE0\u0CE1\u0CF1\u0CF2\u0D05-\u0D0C\u0D0E-\u0D10\u0D12-\u0D3A\u0D3D\u0D4E\u0D54-\u0D56\u0D5F-\u0D61\u0D7A-\u0D7F\u0D85-\u0D96\u0D9A-\u0DB1\u0DB3-\u0DBB\u0DBD\u0DC0-\u0DC6\u0E01-\u0E30\u0E32\u0E33\u0E40-\u0E46\u0E81\u0E82\u0E84\u0E87\u0E88\u0E8A\u0E8D\u0E94-\u0E97\u0E99-\u0E9F\u0EA1-\u0EA3\u0EA5\u0EA7\u0EAA\u0EAB\u0EAD-\u0EB0\u0EB2\u0EB3\u0EBD\u0EC0-\u0EC4\u0EC6\u0EDC-\u0EDF\u0F00\u0F40-\u0F47\u0F49-\u0F6C\u0F88-\u0F8C\u1000-\u102A\u103F\u1050-\u1055\u105A-\u105D\u1061\u1065\u1066\u106E-\u1070\u1075-\u1081\u108E\u10A0-\u10C5\u10C7\u10CD\u10D0-\u10FA\u10FC-\u1248\u124A-\u124D\u1250-\u1256\u1258\u125A-\u125D\u1260-\u1288\u128A-\u128D\u1290-\u12B0\u12B2-\u12B5\u12B8-\u12BE\u12C0\u12C2-\u12C5\u12C8-\u12D6\u12D8-\u1310\u1312-\u1315\u1318-\u135A\u1380-\u138F\u13A0-\u13F5\u13F8-\u13FD\u1401-\u166C\u166F-\u167F\u1681-\u169A\u16A0-\u16EA\u16EE-\u16F8\u1700-\u170C\u170E-\u1711\u1720-\u1731\u1740-\u1751\u1760-\u176C\u176E-\u1770\u1780-\u17B3\u17D7\u17DC\u1820-\u1877\u1880-\u18A8\u18AA\u18B0-\u18F5\u1900-\u191E\u1950-\u196D\u1970-\u1974\u1980-\u19AB\u19B0-\u19C9\u1A00-\u1A16\u1A20-\u1A54\u1AA7\u1B05-\u1B33\u1B45-\u1B4B\u1B83-\u1BA0\u1BAE\u1BAF\u1BBA-\u1BE5\u1C00-\u1C23\u1C4D-\u1C4F\u1C5A-\u1C7D\u1C80-\u1C88\u1CE9-\u1CEC\u1CEE-\u1CF1\u1CF5\u1CF6\u1D00-\u1DBF\u1E00-\u1F15\u1F18-\u1F1D\u1F20-\u1F45\u1F48-\u1F4D\u1F50-\u1F57\u1F59\u1F5B\u1F5D\u1F5F-\u1F7D\u1F80-\u1FB4\u1FB6-\u1FBC\u1FBE\u1FC2-\u1FC4\u1FC6-\u1FCC\u1FD0-\u1FD3\u1FD6-\u1FDB\u1FE0-\u1FEC\u1FF2-\u1FF4\u1FF6-\u1FFC\u2071\u207F\u2090-\u209C\u2102\u2107\u210A-\u2113\u2115\u2118-\u211D\u2124\u2126\u2128\u212A-\u2139\u213C-\u213F\u2145-\u2149\u214E\u2160-\u2188\u2C00-\u2C2E\u2C30-\u2C5E\u2C60-\u2CE4\u2CEB-\u2CEE\u2CF2\u2CF3\u2D00-\u2D25\u2D27\u2D2D\u2D30-\u2D67\u2D6F\u2D80-\u2D96\u2DA0-\u2DA6\u2DA8-\u2DAE\u2DB0-\u2DB6\u2DB8-\u2DBE\u2DC0-\u2DC6\u2DC8-\u2DCE\u2DD0-\u2DD6\u2DD8-\u2DDE\u3005-\u3007\u3021-\u3029\u3031-\u3035\u3038-\u303C\u3041-\u3096\u309B-\u309F\u30A1-\u30FA\u30FC-\u30FF\u3105-\u312D\u3131-\u318E\u31A0-\u31BA\u31F0-\u31FF\u3400-\u4DB5\u4E00-\u9FD5\uA000-\uA48C\uA4D0-\uA4FD\uA500-\uA60C\uA610-\uA61F\uA62A\uA62B\uA640-\uA66E\uA67F-\uA69D\uA6A0-\uA6EF\uA717-\uA71F\uA722-\uA788\uA78B-\uA7AE\uA7B0-\uA7B7\uA7F7-\uA801\uA803-\uA805\uA807-\uA80A\uA80C-\uA822\uA840-\uA873\uA882-\uA8B3\uA8F2-\uA8F7\uA8FB\uA8FD\uA90A-\uA925\uA930-\uA946\uA960-\uA97C\uA984-\uA9B2\uA9CF\uA9E0-\uA9E4\uA9E6-\uA9EF\uA9FA-\uA9FE\uAA00-\uAA28\uAA40-\uAA42\uAA44-\uAA4B\uAA60-\uAA76\uAA7A\uAA7E-\uAAAF\uAAB1\uAAB5\uAAB6\uAAB9-\uAABD\uAAC0\uAAC2\uAADB-\uAADD\uAAE0-\uAAEA\uAAF2-\uAAF4\uAB01-\uAB06\uAB09-\uAB0E\uAB11-\uAB16\uAB20-\uAB26\uAB28-\uAB2E\uAB30-\uAB5A\uAB5C-\uAB65\uAB70-\uABE2\uAC00-\uD7A3\uD7B0-\uD7C6\uD7CB-\uD7FB\uF900-\uFA6D\uFA70-\uFAD9\uFB00-\uFB06\uFB13-\uFB17\uFB1D\uFB1F-\uFB28\uFB2A-\uFB36\uFB38-\uFB3C\uFB3E\uFB40\uFB41\uFB43\uFB44\uFB46-\uFBB1\uFBD3-\uFD3D\uFD50-\uFD8F\uFD92-\uFDC7\uFDF0-\uFDFB\uFE70-\uFE74\uFE76-\uFEFC\uFF21-\uFF3A\uFF41-\uFF5A\uFF66-\uFFBE\uFFC2-\uFFC7\uFFCA-\uFFCF\uFFD2-\uFFD7\uFFDA-\uFFDC"; +var nonASCIIidentifierChars = "\u200C\u200D\xB7\u0300-\u036F\u0387\u0483-\u0487\u0591-\u05BD\u05BF\u05C1\u05C2\u05C4\u05C5\u05C7\u0610-\u061A\u064B-\u0669\u0670\u06D6-\u06DC\u06DF-\u06E4\u06E7\u06E8\u06EA-\u06ED\u06F0-\u06F9\u0711\u0730-\u074A\u07A6-\u07B0\u07C0-\u07C9\u07EB-\u07F3\u0816-\u0819\u081B-\u0823\u0825-\u0827\u0829-\u082D\u0859-\u085B\u08D4-\u08E1\u08E3-\u0903\u093A-\u093C\u093E-\u094F\u0951-\u0957\u0962\u0963\u0966-\u096F\u0981-\u0983\u09BC\u09BE-\u09C4\u09C7\u09C8\u09CB-\u09CD\u09D7\u09E2\u09E3\u09E6-\u09EF\u0A01-\u0A03\u0A3C\u0A3E-\u0A42\u0A47\u0A48\u0A4B-\u0A4D\u0A51\u0A66-\u0A71\u0A75\u0A81-\u0A83\u0ABC\u0ABE-\u0AC5\u0AC7-\u0AC9\u0ACB-\u0ACD\u0AE2\u0AE3\u0AE6-\u0AEF\u0B01-\u0B03\u0B3C\u0B3E-\u0B44\u0B47\u0B48\u0B4B-\u0B4D\u0B56\u0B57\u0B62\u0B63\u0B66-\u0B6F\u0B82\u0BBE-\u0BC2\u0BC6-\u0BC8\u0BCA-\u0BCD\u0BD7\u0BE6-\u0BEF\u0C00-\u0C03\u0C3E-\u0C44\u0C46-\u0C48\u0C4A-\u0C4D\u0C55\u0C56\u0C62\u0C63\u0C66-\u0C6F\u0C81-\u0C83\u0CBC\u0CBE-\u0CC4\u0CC6-\u0CC8\u0CCA-\u0CCD\u0CD5\u0CD6\u0CE2\u0CE3\u0CE6-\u0CEF\u0D01-\u0D03\u0D3E-\u0D44\u0D46-\u0D48\u0D4A-\u0D4D\u0D57\u0D62\u0D63\u0D66-\u0D6F\u0D82\u0D83\u0DCA\u0DCF-\u0DD4\u0DD6\u0DD8-\u0DDF\u0DE6-\u0DEF\u0DF2\u0DF3\u0E31\u0E34-\u0E3A\u0E47-\u0E4E\u0E50-\u0E59\u0EB1\u0EB4-\u0EB9\u0EBB\u0EBC\u0EC8-\u0ECD\u0ED0-\u0ED9\u0F18\u0F19\u0F20-\u0F29\u0F35\u0F37\u0F39\u0F3E\u0F3F\u0F71-\u0F84\u0F86\u0F87\u0F8D-\u0F97\u0F99-\u0FBC\u0FC6\u102B-\u103E\u1040-\u1049\u1056-\u1059\u105E-\u1060\u1062-\u1064\u1067-\u106D\u1071-\u1074\u1082-\u108D\u108F-\u109D\u135D-\u135F\u1369-\u1371\u1712-\u1714\u1732-\u1734\u1752\u1753\u1772\u1773\u17B4-\u17D3\u17DD\u17E0-\u17E9\u180B-\u180D\u1810-\u1819\u18A9\u1920-\u192B\u1930-\u193B\u1946-\u194F\u19D0-\u19DA\u1A17-\u1A1B\u1A55-\u1A5E\u1A60-\u1A7C\u1A7F-\u1A89\u1A90-\u1A99\u1AB0-\u1ABD\u1B00-\u1B04\u1B34-\u1B44\u1B50-\u1B59\u1B6B-\u1B73\u1B80-\u1B82\u1BA1-\u1BAD\u1BB0-\u1BB9\u1BE6-\u1BF3\u1C24-\u1C37\u1C40-\u1C49\u1C50-\u1C59\u1CD0-\u1CD2\u1CD4-\u1CE8\u1CED\u1CF2-\u1CF4\u1CF8\u1CF9\u1DC0-\u1DF5\u1DFB-\u1DFF\u203F\u2040\u2054\u20D0-\u20DC\u20E1\u20E5-\u20F0\u2CEF-\u2CF1\u2D7F\u2DE0-\u2DFF\u302A-\u302F\u3099\u309A\uA620-\uA629\uA66F\uA674-\uA67D\uA69E\uA69F\uA6F0\uA6F1\uA802\uA806\uA80B\uA823-\uA827\uA880\uA881\uA8B4-\uA8C5\uA8D0-\uA8D9\uA8E0-\uA8F1\uA900-\uA909\uA926-\uA92D\uA947-\uA953\uA980-\uA983\uA9B3-\uA9C0\uA9D0-\uA9D9\uA9E5\uA9F0-\uA9F9\uAA29-\uAA36\uAA43\uAA4C\uAA4D\uAA50-\uAA59\uAA7B-\uAA7D\uAAB0\uAAB2-\uAAB4\uAAB7\uAAB8\uAABE\uAABF\uAAC1\uAAEB-\uAAEF\uAAF5\uAAF6\uABE3-\uABEA\uABEC\uABED\uABF0-\uABF9\uFB1E\uFE00-\uFE0F\uFE20-\uFE2F\uFE33\uFE34\uFE4D-\uFE4F\uFF10-\uFF19\uFF3F"; + +var nonASCIIidentifierStart = new RegExp("[" + nonASCIIidentifierStartChars + "]"); +var nonASCIIidentifier = new RegExp("[" + nonASCIIidentifierStartChars + nonASCIIidentifierChars + "]"); + +nonASCIIidentifierStartChars = nonASCIIidentifierChars = null; + +// These are a run-length and offset encoded representation of the +// >0xffff code points that are a valid part of identifiers. The +// offset starts at 0x10000, and each pair of numbers represents an +// offset to the next range, and then a size of the range. They were +// generated by `bin/generate-identifier-regex.js`. +// eslint-disable-next-line comma-spacing +var astralIdentifierStartCodes = [0, 11, 2, 25, 2, 18, 2, 1, 2, 14, 3, 13, 35, 122, 70, 52, 268, 28, 4, 48, 48, 31, 17, 26, 6, 37, 11, 29, 3, 35, 5, 7, 2, 4, 43, 157, 19, 35, 5, 35, 5, 39, 9, 51, 157, 310, 10, 21, 11, 7, 153, 5, 3, 0, 2, 43, 2, 1, 4, 0, 3, 22, 11, 22, 10, 30, 66, 18, 2, 1, 11, 21, 11, 25, 71, 55, 7, 1, 65, 0, 16, 3, 2, 2, 2, 26, 45, 28, 4, 28, 36, 7, 2, 27, 28, 53, 11, 21, 11, 18, 14, 17, 111, 72, 56, 50, 14, 50, 785, 52, 76, 44, 33, 24, 27, 35, 42, 34, 4, 0, 13, 47, 15, 3, 22, 0, 2, 0, 36, 17, 2, 24, 85, 6, 2, 0, 2, 3, 2, 14, 2, 9, 8, 46, 39, 7, 3, 1, 3, 21, 2, 6, 2, 1, 2, 4, 4, 0, 19, 0, 13, 4, 159, 52, 19, 3, 54, 47, 21, 1, 2, 0, 185, 46, 42, 3, 37, 47, 21, 0, 60, 42, 86, 25, 391, 63, 32, 0, 449, 56, 264, 8, 2, 36, 18, 0, 50, 29, 881, 921, 103, 110, 18, 195, 2749, 1070, 4050, 582, 8634, 568, 8, 30, 114, 29, 19, 47, 17, 3, 32, 20, 6, 18, 881, 68, 12, 0, 67, 12, 65, 0, 32, 6124, 20, 754, 9486, 1, 3071, 106, 6, 12, 4, 8, 8, 9, 5991, 84, 2, 70, 2, 1, 3, 0, 3, 1, 3, 3, 2, 11, 2, 0, 2, 6, 2, 64, 2, 3, 3, 7, 2, 6, 2, 27, 2, 3, 2, 4, 2, 0, 4, 6, 2, 339, 3, 24, 2, 24, 2, 30, 2, 24, 2, 30, 2, 24, 2, 30, 2, 24, 2, 30, 2, 24, 2, 7, 4149, 196, 60, 67, 1213, 3, 2, 26, 2, 1, 2, 0, 3, 0, 2, 9, 2, 3, 2, 0, 2, 0, 7, 0, 5, 0, 2, 0, 2, 0, 2, 2, 2, 1, 2, 0, 3, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 1, 2, 0, 3, 3, 2, 6, 2, 3, 2, 3, 2, 0, 2, 9, 2, 16, 6, 2, 2, 4, 2, 16, 4421, 42710, 42, 4148, 12, 221, 3, 5761, 10591, 541]; +// eslint-disable-next-line comma-spacing +var astralIdentifierCodes = [509, 0, 227, 0, 150, 4, 294, 9, 1368, 2, 2, 1, 6, 3, 41, 2, 5, 0, 166, 1, 1306, 2, 54, 14, 32, 9, 16, 3, 46, 10, 54, 9, 7, 2, 37, 13, 2, 9, 52, 0, 13, 2, 49, 13, 10, 2, 4, 9, 83, 11, 7, 0, 161, 11, 6, 9, 7, 3, 57, 0, 2, 6, 3, 1, 3, 2, 10, 0, 11, 1, 3, 6, 4, 4, 193, 17, 10, 9, 87, 19, 13, 9, 214, 6, 3, 8, 28, 1, 83, 16, 16, 9, 82, 12, 9, 9, 84, 14, 5, 9, 423, 9, 838, 7, 2, 7, 17, 9, 57, 21, 2, 13, 19882, 9, 135, 4, 60, 6, 26, 9, 1016, 45, 17, 3, 19723, 1, 5319, 4, 4, 5, 9, 7, 3, 6, 31, 3, 149, 2, 1418, 49, 513, 54, 5, 49, 9, 0, 15, 0, 23, 4, 2, 14, 1361, 6, 2, 16, 3, 6, 2, 1, 2, 4, 2214, 6, 110, 6, 6, 9, 792487, 239]; + +// This has a complexity linear to the value of the code. The +// assumption is that looking up astral identifier characters is +// rare. +function isInAstralSet(code, set) { + var pos = 0x10000; + for (var i = 0; i < set.length; i += 2) { + pos += set[i]; + if (pos > code) return false; + + pos += set[i + 1]; + if (pos >= code) return true; + } +} + +// Test whether a given character code starts an identifier. + +function isIdentifierStart(code) { + if (code < 65) return code === 36; + if (code < 91) return true; + if (code < 97) return code === 95; + if (code < 123) return true; + if (code <= 0xffff) return code >= 0xaa && nonASCIIidentifierStart.test(String.fromCharCode(code)); + return isInAstralSet(code, astralIdentifierStartCodes); +} + +// Test whether a given character is part of an identifier. + +function isIdentifierChar(code) { + if (code < 48) return code === 36; + if (code < 58) return true; + if (code < 65) return false; + if (code < 91) return true; + if (code < 97) return code === 95; + if (code < 123) return true; + if (code <= 0xffff) return code >= 0xaa && nonASCIIidentifier.test(String.fromCharCode(code)); + return isInAstralSet(code, astralIdentifierStartCodes) || isInAstralSet(code, astralIdentifierCodes); +} + +// A second optional argument can be given to further configure +var defaultOptions = { + // Source type ("script" or "module") for different semantics + sourceType: "script", + // Source filename. + sourceFilename: undefined, + // Line from which to start counting source. Useful for + // integration with other tools. + startLine: 1, + // When enabled, a return at the top level is not considered an + // error. + allowReturnOutsideFunction: false, + // When enabled, import/export statements are not constrained to + // appearing at the top of the program. + allowImportExportEverywhere: false, + // TODO + allowSuperOutsideMethod: false, + // An array of plugins to enable + plugins: [], + // TODO + strictMode: null +}; + +// Interpret and default an options object + +function getOptions(opts) { + var options = {}; + for (var key in defaultOptions) { + options[key] = opts && key in opts ? opts[key] : defaultOptions[key]; + } + return options; +} + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { + return typeof obj; +} : function (obj) { + return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; +}; + + + + + + + + + + + +var classCallCheck = function (instance, Constructor) { + if (!(instance instanceof Constructor)) { + throw new TypeError("Cannot call a class as a function"); + } +}; + + + + + + + + + + + +var inherits = function (subClass, superClass) { + if (typeof superClass !== "function" && superClass !== null) { + throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); + } + + subClass.prototype = Object.create(superClass && superClass.prototype, { + constructor: { + value: subClass, + enumerable: false, + writable: true, + configurable: true + } + }); + if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; +}; + + + + + + + + + + + +var possibleConstructorReturn = function (self, call) { + if (!self) { + throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); + } + + return call && (typeof call === "object" || typeof call === "function") ? call : self; +}; + +// ## Token types + +// The assignment of fine-grained, information-carrying type objects +// allows the tokenizer to store the information it has about a +// token in a way that is very cheap for the parser to look up. + +// All token type variables start with an underscore, to make them +// easy to recognize. + +// The `beforeExpr` property is used to disambiguate between regular +// expressions and divisions. It is set on all token types that can +// be followed by an expression (thus, a slash after them would be a +// regular expression). +// +// `isLoop` marks a keyword as starting a loop, which is important +// to know when parsing a label, in order to allow or disallow +// continue jumps to that label. + +var beforeExpr = true; +var startsExpr = true; +var isLoop = true; +var isAssign = true; +var prefix = true; +var postfix = true; + +var TokenType = function TokenType(label) { + var conf = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + classCallCheck(this, TokenType); + + this.label = label; + this.keyword = conf.keyword; + this.beforeExpr = !!conf.beforeExpr; + this.startsExpr = !!conf.startsExpr; + this.rightAssociative = !!conf.rightAssociative; + this.isLoop = !!conf.isLoop; + this.isAssign = !!conf.isAssign; + this.prefix = !!conf.prefix; + this.postfix = !!conf.postfix; + this.binop = conf.binop || null; + this.updateContext = null; +}; + +var KeywordTokenType = function (_TokenType) { + inherits(KeywordTokenType, _TokenType); + + function KeywordTokenType(name) { + var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + classCallCheck(this, KeywordTokenType); + + options.keyword = name; + + return possibleConstructorReturn(this, _TokenType.call(this, name, options)); + } + + return KeywordTokenType; +}(TokenType); + +var BinopTokenType = function (_TokenType2) { + inherits(BinopTokenType, _TokenType2); + + function BinopTokenType(name, prec) { + classCallCheck(this, BinopTokenType); + return possibleConstructorReturn(this, _TokenType2.call(this, name, { beforeExpr: beforeExpr, binop: prec })); + } + + return BinopTokenType; +}(TokenType); + +var types = { + num: new TokenType("num", { startsExpr: startsExpr }), + regexp: new TokenType("regexp", { startsExpr: startsExpr }), + string: new TokenType("string", { startsExpr: startsExpr }), + name: new TokenType("name", { startsExpr: startsExpr }), + eof: new TokenType("eof"), + + // Punctuation token types. + bracketL: new TokenType("[", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + bracketR: new TokenType("]"), + braceL: new TokenType("{", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + braceBarL: new TokenType("{|", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + braceR: new TokenType("}"), + braceBarR: new TokenType("|}"), + parenL: new TokenType("(", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + parenR: new TokenType(")"), + comma: new TokenType(",", { beforeExpr: beforeExpr }), + semi: new TokenType(";", { beforeExpr: beforeExpr }), + colon: new TokenType(":", { beforeExpr: beforeExpr }), + doubleColon: new TokenType("::", { beforeExpr: beforeExpr }), + dot: new TokenType("."), + question: new TokenType("?", { beforeExpr: beforeExpr }), + arrow: new TokenType("=>", { beforeExpr: beforeExpr }), + template: new TokenType("template"), + ellipsis: new TokenType("...", { beforeExpr: beforeExpr }), + backQuote: new TokenType("`", { startsExpr: startsExpr }), + dollarBraceL: new TokenType("${", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + at: new TokenType("@"), + + // Operators. These carry several kinds of properties to help the + // parser use them properly (the presence of these properties is + // what categorizes them as operators). + // + // `binop`, when present, specifies that this operator is a binary + // operator, and will refer to its precedence. + // + // `prefix` and `postfix` mark the operator as a prefix or postfix + // unary operator. + // + // `isAssign` marks all of `=`, `+=`, `-=` etcetera, which act as + // binary operators with a very low precedence, that should result + // in AssignmentExpression nodes. + + eq: new TokenType("=", { beforeExpr: beforeExpr, isAssign: isAssign }), + assign: new TokenType("_=", { beforeExpr: beforeExpr, isAssign: isAssign }), + incDec: new TokenType("++/--", { prefix: prefix, postfix: postfix, startsExpr: startsExpr }), + prefix: new TokenType("prefix", { beforeExpr: beforeExpr, prefix: prefix, startsExpr: startsExpr }), + logicalOR: new BinopTokenType("||", 1), + logicalAND: new BinopTokenType("&&", 2), + bitwiseOR: new BinopTokenType("|", 3), + bitwiseXOR: new BinopTokenType("^", 4), + bitwiseAND: new BinopTokenType("&", 5), + equality: new BinopTokenType("==/!=", 6), + relational: new BinopTokenType(">", 7), + bitShift: new BinopTokenType("<>>", 8), + plusMin: new TokenType("+/-", { beforeExpr: beforeExpr, binop: 9, prefix: prefix, startsExpr: startsExpr }), + modulo: new BinopTokenType("%", 10), + star: new BinopTokenType("*", 10), + slash: new BinopTokenType("/", 10), + exponent: new TokenType("**", { beforeExpr: beforeExpr, binop: 11, rightAssociative: true }) +}; + +var keywords = { + "break": new KeywordTokenType("break"), + "case": new KeywordTokenType("case", { beforeExpr: beforeExpr }), + "catch": new KeywordTokenType("catch"), + "continue": new KeywordTokenType("continue"), + "debugger": new KeywordTokenType("debugger"), + "default": new KeywordTokenType("default", { beforeExpr: beforeExpr }), + "do": new KeywordTokenType("do", { isLoop: isLoop, beforeExpr: beforeExpr }), + "else": new KeywordTokenType("else", { beforeExpr: beforeExpr }), + "finally": new KeywordTokenType("finally"), + "for": new KeywordTokenType("for", { isLoop: isLoop }), + "function": new KeywordTokenType("function", { startsExpr: startsExpr }), + "if": new KeywordTokenType("if"), + "return": new KeywordTokenType("return", { beforeExpr: beforeExpr }), + "switch": new KeywordTokenType("switch"), + "throw": new KeywordTokenType("throw", { beforeExpr: beforeExpr }), + "try": new KeywordTokenType("try"), + "var": new KeywordTokenType("var"), + "let": new KeywordTokenType("let"), + "const": new KeywordTokenType("const"), + "while": new KeywordTokenType("while", { isLoop: isLoop }), + "with": new KeywordTokenType("with"), + "new": new KeywordTokenType("new", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + "this": new KeywordTokenType("this", { startsExpr: startsExpr }), + "super": new KeywordTokenType("super", { startsExpr: startsExpr }), + "class": new KeywordTokenType("class"), + "extends": new KeywordTokenType("extends", { beforeExpr: beforeExpr }), + "export": new KeywordTokenType("export"), + "import": new KeywordTokenType("import"), + "yield": new KeywordTokenType("yield", { beforeExpr: beforeExpr, startsExpr: startsExpr }), + "null": new KeywordTokenType("null", { startsExpr: startsExpr }), + "true": new KeywordTokenType("true", { startsExpr: startsExpr }), + "false": new KeywordTokenType("false", { startsExpr: startsExpr }), + "in": new KeywordTokenType("in", { beforeExpr: beforeExpr, binop: 7 }), + "instanceof": new KeywordTokenType("instanceof", { beforeExpr: beforeExpr, binop: 7 }), + "typeof": new KeywordTokenType("typeof", { beforeExpr: beforeExpr, prefix: prefix, startsExpr: startsExpr }), + "void": new KeywordTokenType("void", { beforeExpr: beforeExpr, prefix: prefix, startsExpr: startsExpr }), + "delete": new KeywordTokenType("delete", { beforeExpr: beforeExpr, prefix: prefix, startsExpr: startsExpr }) +}; + +// Map keyword names to token types. +Object.keys(keywords).forEach(function (name) { + types["_" + name] = keywords[name]; +}); + +// Matches a whole line break (where CRLF is considered a single +// line break). Used to count lines. + +var lineBreak = /\r\n?|\n|\u2028|\u2029/; +var lineBreakG = new RegExp(lineBreak.source, "g"); + +function isNewLine(code) { + return code === 10 || code === 13 || code === 0x2028 || code === 0x2029; +} + +var nonASCIIwhitespace = /[\u1680\u180e\u2000-\u200a\u202f\u205f\u3000\ufeff]/; + +// The algorithm used to determine whether a regexp can appear at a +// given point in the program is loosely based on sweet.js' approach. +// See https://github.com/mozilla/sweet.js/wiki/design + +var TokContext = function TokContext(token, isExpr, preserveSpace, override) { + classCallCheck(this, TokContext); + + this.token = token; + this.isExpr = !!isExpr; + this.preserveSpace = !!preserveSpace; + this.override = override; +}; + +var types$1 = { + braceStatement: new TokContext("{", false), + braceExpression: new TokContext("{", true), + templateQuasi: new TokContext("${", true), + parenStatement: new TokContext("(", false), + parenExpression: new TokContext("(", true), + template: new TokContext("`", true, true, function (p) { + return p.readTmplToken(); + }), + functionExpression: new TokContext("function", true) +}; + +// Token-specific context update code + +types.parenR.updateContext = types.braceR.updateContext = function () { + if (this.state.context.length === 1) { + this.state.exprAllowed = true; + return; + } + + var out = this.state.context.pop(); + if (out === types$1.braceStatement && this.curContext() === types$1.functionExpression) { + this.state.context.pop(); + this.state.exprAllowed = false; + } else if (out === types$1.templateQuasi) { + this.state.exprAllowed = true; + } else { + this.state.exprAllowed = !out.isExpr; + } +}; + +types.name.updateContext = function (prevType) { + this.state.exprAllowed = false; + + if (prevType === types._let || prevType === types._const || prevType === types._var) { + if (lineBreak.test(this.input.slice(this.state.end))) { + this.state.exprAllowed = true; + } + } +}; + +types.braceL.updateContext = function (prevType) { + this.state.context.push(this.braceIsBlock(prevType) ? types$1.braceStatement : types$1.braceExpression); + this.state.exprAllowed = true; +}; + +types.dollarBraceL.updateContext = function () { + this.state.context.push(types$1.templateQuasi); + this.state.exprAllowed = true; +}; + +types.parenL.updateContext = function (prevType) { + var statementParens = prevType === types._if || prevType === types._for || prevType === types._with || prevType === types._while; + this.state.context.push(statementParens ? types$1.parenStatement : types$1.parenExpression); + this.state.exprAllowed = true; +}; + +types.incDec.updateContext = function () { + // tokExprAllowed stays unchanged +}; + +types._function.updateContext = function () { + if (this.curContext() !== types$1.braceStatement) { + this.state.context.push(types$1.functionExpression); + } + + this.state.exprAllowed = false; +}; + +types.backQuote.updateContext = function () { + if (this.curContext() === types$1.template) { + this.state.context.pop(); + } else { + this.state.context.push(types$1.template); + } + this.state.exprAllowed = false; +}; + +// These are used when `options.locations` is on, for the +// `startLoc` and `endLoc` properties. + +var Position = function Position(line, col) { + classCallCheck(this, Position); + + this.line = line; + this.column = col; +}; + +var SourceLocation = function SourceLocation(start, end) { + classCallCheck(this, SourceLocation); + + this.start = start; + this.end = end; +}; + +// The `getLineInfo` function is mostly useful when the +// `locations` option is off (for performance reasons) and you +// want to find the line/column position for a given character +// offset. `input` should be the code string that the offset refers +// into. + +function getLineInfo(input, offset) { + for (var line = 1, cur = 0;;) { + lineBreakG.lastIndex = cur; + var match = lineBreakG.exec(input); + if (match && match.index < offset) { + ++line; + cur = match.index + match[0].length; + } else { + return new Position(line, offset - cur); + } + } +} + +var State = function () { + function State() { + classCallCheck(this, State); + } + + State.prototype.init = function init(options, input) { + this.strict = options.strictMode === false ? false : options.sourceType === "module"; + + this.input = input; + + this.potentialArrowAt = -1; + + this.inMethod = this.inFunction = this.inGenerator = this.inAsync = this.inPropertyName = this.inType = this.noAnonFunctionType = false; + + this.labels = []; + + this.decorators = []; + + this.tokens = []; + + this.comments = []; + + this.trailingComments = []; + this.leadingComments = []; + this.commentStack = []; + + this.pos = this.lineStart = 0; + this.curLine = options.startLine; + + this.type = types.eof; + this.value = null; + this.start = this.end = this.pos; + this.startLoc = this.endLoc = this.curPosition(); + + this.lastTokEndLoc = this.lastTokStartLoc = null; + this.lastTokStart = this.lastTokEnd = this.pos; + + this.context = [types$1.braceStatement]; + this.exprAllowed = true; + + this.containsEsc = this.containsOctal = false; + this.octalPosition = null; + + this.exportedIdentifiers = []; + + return this; + }; + + // TODO + + + // TODO + + + // Used to signify the start of a potential arrow function + + + // Flags to track whether we are in a function, a generator. + + + // Labels in scope. + + + // Leading decorators. + + + // Token store. + + + // Comment store. + + + // Comment attachment store + + + // The current position of the tokenizer in the input. + + + // Properties of the current token: + // Its type + + + // For tokens that include more information than their type, the value + + + // Its start and end offset + + + // And, if locations are used, the {line, column} object + // corresponding to those offsets + + + // Position information for the previous token + + + // The context stack is used to superficially track syntactic + // context to predict whether a regular expression is allowed in a + // given position. + + + // Used to signal to callers of `readWord1` whether the word + // contained any escape sequences. This is needed because words with + // escape sequences must not be interpreted as keywords. + + + // TODO + + + // Names of exports store. `default` is stored as a name for both + // `export default foo;` and `export { foo as default };`. + + + State.prototype.curPosition = function curPosition() { + return new Position(this.curLine, this.pos - this.lineStart); + }; + + State.prototype.clone = function clone(skipArrays) { + var state = new State(); + for (var key in this) { + var val = this[key]; + + if ((!skipArrays || key === "context") && Array.isArray(val)) { + val = val.slice(); + } + + state[key] = val; + } + return state; + }; + + return State; +}(); + +// Object type used to represent tokens. Note that normally, tokens +// simply exist as properties on the parser object. This is only +// used for the onToken callback and the external tokenizer. + +var Token = function Token(state) { + classCallCheck(this, Token); + + this.type = state.type; + this.value = state.value; + this.start = state.start; + this.end = state.end; + this.loc = new SourceLocation(state.startLoc, state.endLoc); +}; + +// ## Tokenizer + +function codePointToString(code) { + // UTF-16 Decoding + if (code <= 0xFFFF) { + return String.fromCharCode(code); + } else { + return String.fromCharCode((code - 0x10000 >> 10) + 0xD800, (code - 0x10000 & 1023) + 0xDC00); + } +} + +var Tokenizer = function () { + function Tokenizer(options, input) { + classCallCheck(this, Tokenizer); + + this.state = new State(); + this.state.init(options, input); + } + + // Move to the next token + + Tokenizer.prototype.next = function next() { + if (!this.isLookahead) { + this.state.tokens.push(new Token(this.state)); + } + + this.state.lastTokEnd = this.state.end; + this.state.lastTokStart = this.state.start; + this.state.lastTokEndLoc = this.state.endLoc; + this.state.lastTokStartLoc = this.state.startLoc; + this.nextToken(); + }; + + // TODO + + Tokenizer.prototype.eat = function eat(type) { + if (this.match(type)) { + this.next(); + return true; + } else { + return false; + } + }; + + // TODO + + Tokenizer.prototype.match = function match(type) { + return this.state.type === type; + }; + + // TODO + + Tokenizer.prototype.isKeyword = function isKeyword$$1(word) { + return isKeyword(word); + }; + + // TODO + + Tokenizer.prototype.lookahead = function lookahead() { + var old = this.state; + this.state = old.clone(true); + + this.isLookahead = true; + this.next(); + this.isLookahead = false; + + var curr = this.state.clone(true); + this.state = old; + return curr; + }; + + // Toggle strict mode. Re-reads the next number or string to please + // pedantic tests (`"use strict"; 010;` should fail). + + Tokenizer.prototype.setStrict = function setStrict(strict) { + this.state.strict = strict; + if (!this.match(types.num) && !this.match(types.string)) return; + this.state.pos = this.state.start; + while (this.state.pos < this.state.lineStart) { + this.state.lineStart = this.input.lastIndexOf("\n", this.state.lineStart - 2) + 1; + --this.state.curLine; + } + this.nextToken(); + }; + + Tokenizer.prototype.curContext = function curContext() { + return this.state.context[this.state.context.length - 1]; + }; + + // Read a single token, updating the parser object's token-related + // properties. + + Tokenizer.prototype.nextToken = function nextToken() { + var curContext = this.curContext(); + if (!curContext || !curContext.preserveSpace) this.skipSpace(); + + this.state.containsOctal = false; + this.state.octalPosition = null; + this.state.start = this.state.pos; + this.state.startLoc = this.state.curPosition(); + if (this.state.pos >= this.input.length) return this.finishToken(types.eof); + + if (curContext.override) { + return curContext.override(this); + } else { + return this.readToken(this.fullCharCodeAtPos()); + } + }; + + Tokenizer.prototype.readToken = function readToken(code) { + // Identifier or keyword. '\uXXXX' sequences are allowed in + // identifiers, so '\' also dispatches to that. + if (isIdentifierStart(code) || code === 92 /* '\' */) { + return this.readWord(); + } else { + return this.getTokenFromCode(code); + } + }; + + Tokenizer.prototype.fullCharCodeAtPos = function fullCharCodeAtPos() { + var code = this.input.charCodeAt(this.state.pos); + if (code <= 0xd7ff || code >= 0xe000) return code; + + var next = this.input.charCodeAt(this.state.pos + 1); + return (code << 10) + next - 0x35fdc00; + }; + + Tokenizer.prototype.pushComment = function pushComment(block, text, start, end, startLoc, endLoc) { + var comment = { + type: block ? "CommentBlock" : "CommentLine", + value: text, + start: start, + end: end, + loc: new SourceLocation(startLoc, endLoc) + }; + + if (!this.isLookahead) { + this.state.tokens.push(comment); + this.state.comments.push(comment); + this.addComment(comment); + } + }; + + Tokenizer.prototype.skipBlockComment = function skipBlockComment() { + var startLoc = this.state.curPosition(); + var start = this.state.pos; + var end = this.input.indexOf("*/", this.state.pos += 2); + if (end === -1) this.raise(this.state.pos - 2, "Unterminated comment"); + + this.state.pos = end + 2; + lineBreakG.lastIndex = start; + var match = void 0; + while ((match = lineBreakG.exec(this.input)) && match.index < this.state.pos) { + ++this.state.curLine; + this.state.lineStart = match.index + match[0].length; + } + + this.pushComment(true, this.input.slice(start + 2, end), start, this.state.pos, startLoc, this.state.curPosition()); + }; + + Tokenizer.prototype.skipLineComment = function skipLineComment(startSkip) { + var start = this.state.pos; + var startLoc = this.state.curPosition(); + var ch = this.input.charCodeAt(this.state.pos += startSkip); + while (this.state.pos < this.input.length && ch !== 10 && ch !== 13 && ch !== 8232 && ch !== 8233) { + ++this.state.pos; + ch = this.input.charCodeAt(this.state.pos); + } + + this.pushComment(false, this.input.slice(start + startSkip, this.state.pos), start, this.state.pos, startLoc, this.state.curPosition()); + }; + + // Called at the start of the parse and after every token. Skips + // whitespace and comments, and. + + Tokenizer.prototype.skipSpace = function skipSpace() { + loop: while (this.state.pos < this.input.length) { + var ch = this.input.charCodeAt(this.state.pos); + switch (ch) { + case 32:case 160: + // ' ' + ++this.state.pos; + break; + + case 13: + if (this.input.charCodeAt(this.state.pos + 1) === 10) { + ++this.state.pos; + } + + case 10:case 8232:case 8233: + ++this.state.pos; + ++this.state.curLine; + this.state.lineStart = this.state.pos; + break; + + case 47: + // '/' + switch (this.input.charCodeAt(this.state.pos + 1)) { + case 42: + // '*' + this.skipBlockComment(); + break; + + case 47: + this.skipLineComment(2); + break; + + default: + break loop; + } + break; + + default: + if (ch > 8 && ch < 14 || ch >= 5760 && nonASCIIwhitespace.test(String.fromCharCode(ch))) { + ++this.state.pos; + } else { + break loop; + } + } + } + }; + + // Called at the end of every token. Sets `end`, `val`, and + // maintains `context` and `exprAllowed`, and skips the space after + // the token, so that the next one's `start` will point at the + // right position. + + Tokenizer.prototype.finishToken = function finishToken(type, val) { + this.state.end = this.state.pos; + this.state.endLoc = this.state.curPosition(); + var prevType = this.state.type; + this.state.type = type; + this.state.value = val; + + this.updateContext(prevType); + }; + + // ### Token reading + + // This is the function that is called to fetch the next token. It + // is somewhat obscure, because it works in character codes rather + // than characters, and because operator parsing has been inlined + // into it. + // + // All in the name of speed. + // + + + Tokenizer.prototype.readToken_dot = function readToken_dot() { + var next = this.input.charCodeAt(this.state.pos + 1); + if (next >= 48 && next <= 57) { + return this.readNumber(true); + } + + var next2 = this.input.charCodeAt(this.state.pos + 2); + if (next === 46 && next2 === 46) { + // 46 = dot '.' + this.state.pos += 3; + return this.finishToken(types.ellipsis); + } else { + ++this.state.pos; + return this.finishToken(types.dot); + } + }; + + Tokenizer.prototype.readToken_slash = function readToken_slash() { + // '/' + if (this.state.exprAllowed) { + ++this.state.pos; + return this.readRegexp(); + } + + var next = this.input.charCodeAt(this.state.pos + 1); + if (next === 61) { + return this.finishOp(types.assign, 2); + } else { + return this.finishOp(types.slash, 1); + } + }; + + Tokenizer.prototype.readToken_mult_modulo = function readToken_mult_modulo(code) { + // '%*' + var type = code === 42 ? types.star : types.modulo; + var width = 1; + var next = this.input.charCodeAt(this.state.pos + 1); + + if (next === 42) { + // '*' + width++; + next = this.input.charCodeAt(this.state.pos + 2); + type = types.exponent; + } + + if (next === 61) { + width++; + type = types.assign; + } + + return this.finishOp(type, width); + }; + + Tokenizer.prototype.readToken_pipe_amp = function readToken_pipe_amp(code) { + // '|&' + var next = this.input.charCodeAt(this.state.pos + 1); + if (next === code) return this.finishOp(code === 124 ? types.logicalOR : types.logicalAND, 2); + if (next === 61) return this.finishOp(types.assign, 2); + if (code === 124 && next === 125 && this.hasPlugin("flow")) return this.finishOp(types.braceBarR, 2); + return this.finishOp(code === 124 ? types.bitwiseOR : types.bitwiseAND, 1); + }; + + Tokenizer.prototype.readToken_caret = function readToken_caret() { + // '^' + var next = this.input.charCodeAt(this.state.pos + 1); + if (next === 61) { + return this.finishOp(types.assign, 2); + } else { + return this.finishOp(types.bitwiseXOR, 1); + } + }; + + Tokenizer.prototype.readToken_plus_min = function readToken_plus_min(code) { + // '+-' + var next = this.input.charCodeAt(this.state.pos + 1); + + if (next === code) { + if (next === 45 && this.input.charCodeAt(this.state.pos + 2) === 62 && lineBreak.test(this.input.slice(this.state.lastTokEnd, this.state.pos))) { + // A `-->` line comment + this.skipLineComment(3); + this.skipSpace(); + return this.nextToken(); + } + return this.finishOp(types.incDec, 2); + } + + if (next === 61) { + return this.finishOp(types.assign, 2); + } else { + return this.finishOp(types.plusMin, 1); + } + }; + + Tokenizer.prototype.readToken_lt_gt = function readToken_lt_gt(code) { + // '<>' + var next = this.input.charCodeAt(this.state.pos + 1); + var size = 1; + + if (next === code) { + size = code === 62 && this.input.charCodeAt(this.state.pos + 2) === 62 ? 3 : 2; + if (this.input.charCodeAt(this.state.pos + size) === 61) return this.finishOp(types.assign, size + 1); + return this.finishOp(types.bitShift, size); + } + + if (next === 33 && code === 60 && this.input.charCodeAt(this.state.pos + 2) === 45 && this.input.charCodeAt(this.state.pos + 3) === 45) { + if (this.inModule) this.unexpected(); + // ` + ++Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ++ + diff --git a/node_modules/domain-browser/README.md b/node_modules/domain-browser/README.md new file mode 100644 index 00000000..43502eff --- /dev/null +++ b/node_modules/domain-browser/README.md @@ -0,0 +1,111 @@ + + +
npm install --save domain-browserrequire('domain-browser')npm install --save domain-browserrequire('domain-browser')//wzrd.in/bundle/domain-browser@1.1.7ender add domain-browserrequire('domain-browser')HISTORY.md file.
+
+
+
+
+
+
+CONTRIBUTING.md file.
+
+
+
+
+
+
+Location ' + escapeHtml(url) + ' not found
' + + // send a 404 + res.statusCode = 404 + res.setHeader('Content-Type', 'text/html; charset=UTF-8') + res.setHeader('Content-Length', String(Buffer.byteLength(body, 'utf-8'))) + res.end(body, 'utf-8') +}) +``` + +### Encode a URL for use in a header field + +```js +var encodeUrl = require('encodeurl') +var escapeHtml = require('escape-html') +var url = require('url') + +http.createServer(function onRequest (req, res) { + // parse inbound url + var href = url.parse(req) + + // set new host for redirect + href.host = 'localhost' + href.protocol = 'https:' + href.slashes = true + + // create location header + var location = encodeUrl(url.format(href)) + + // create html message + var body = 'Redirecting to new site: ' + escapeHtml(location) + '
' + + // send a 301 + res.statusCode = 301 + res.setHeader('Content-Type', 'text/html; charset=UTF-8') + res.setHeader('Content-Length', String(Buffer.byteLength(body, 'utf-8'))) + res.setHeader('Location', location) + res.end(body, 'utf-8') +}) +``` + +## Testing + +```sh +$ npm test +$ npm run lint +``` + +## References + +- [RFC 3986: Uniform Resource Identifier (URI): Generic Syntax][rfc-3986] +- [WHATWG URL Living Standard][whatwg-url] + +[rfc-3986]: https://tools.ietf.org/html/rfc3986 +[whatwg-url]: https://url.spec.whatwg.org/ + +## License + +[MIT](LICENSE) + +[npm-image]: https://img.shields.io/npm/v/encodeurl.svg +[npm-url]: https://npmjs.org/package/encodeurl +[node-version-image]: https://img.shields.io/node/v/encodeurl.svg +[node-version-url]: https://nodejs.org/en/download +[travis-image]: https://img.shields.io/travis/pillarjs/encodeurl.svg +[travis-url]: https://travis-ci.org/pillarjs/encodeurl +[coveralls-image]: https://img.shields.io/coveralls/pillarjs/encodeurl.svg +[coveralls-url]: https://coveralls.io/r/pillarjs/encodeurl?branch=master +[downloads-image]: https://img.shields.io/npm/dm/encodeurl.svg +[downloads-url]: https://npmjs.org/package/encodeurl diff --git a/node_modules/encodeurl/index.js b/node_modules/encodeurl/index.js new file mode 100644 index 00000000..ae77cc94 --- /dev/null +++ b/node_modules/encodeurl/index.js @@ -0,0 +1,60 @@ +/*! + * encodeurl + * Copyright(c) 2016 Douglas Christopher Wilson + * MIT Licensed + */ + +'use strict' + +/** + * Module exports. + * @public + */ + +module.exports = encodeUrl + +/** + * RegExp to match non-URL code points, *after* encoding (i.e. not including "%") + * and including invalid escape sequences. + * @private + */ + +var ENCODE_CHARS_REGEXP = /(?:[^\x21\x25\x26-\x3B\x3D\x3F-\x5B\x5D\x5F\x61-\x7A\x7E]|%(?:[^0-9A-Fa-f]|[0-9A-Fa-f][^0-9A-Fa-f]))+/g + +/** + * RegExp to match unmatched surrogate pair. + * @private + */ + +var UNMATCHED_SURROGATE_PAIR_REGEXP = /(^|[^\uD800-\uDBFF])[\uDC00-\uDFFF]|[\uD800-\uDBFF]([^\uDC00-\uDFFF]|$)/g + +/** + * String to replace unmatched surrogate pair with. + * @private + */ + +var UNMATCHED_SURROGATE_PAIR_REPLACE = '$1\uFFFD$2' + +/** + * Encode a URL to a percent-encoded form, excluding already-encoded sequences. + * + * This function will take an already-encoded URL and encode all the non-URL + * code points. This function will not encode the "%" character unless it is + * not part of a valid sequence (`%20` will be left as-is, but `%foo` will + * be encoded as `%25foo`). + * + * This encode is meant to be "safe" and does not throw errors. It will try as + * hard as it can to properly encode the given URL, including replacing any raw, + * unpaired surrogate pairs with the Unicode replacement character prior to + * encoding. + * + * @param {string} url + * @return {string} + * @public + */ + +function encodeUrl (url) { + return String(url) + .replace(UNMATCHED_SURROGATE_PAIR_REGEXP, UNMATCHED_SURROGATE_PAIR_REPLACE) + .replace(ENCODE_CHARS_REGEXP, encodeURI) +} diff --git a/node_modules/encodeurl/package.json b/node_modules/encodeurl/package.json new file mode 100644 index 00000000..6eb77c65 --- /dev/null +++ b/node_modules/encodeurl/package.json @@ -0,0 +1,112 @@ +{ + "_args": [ + [ + { + "raw": "encodeurl@~1.0.1", + "scope": null, + "escapedName": "encodeurl", + "name": "encodeurl", + "rawSpec": "~1.0.1", + "spec": ">=1.0.1 <1.1.0", + "type": "range" + }, + "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\express" + ] + ], + "_from": "encodeurl@>=1.0.1 <1.1.0", + "_id": "encodeurl@1.0.1", + "_inCache": true, + "_location": "/encodeurl", + "_nodeVersion": "4.4.3", + "_npmOperationalInternal": { + "host": "packages-12-west.internal.npmjs.com", + "tmp": "tmp/encodeurl-1.0.1.tgz_1465519736251_0.09314409433864057" + }, + "_npmUser": { + "name": "dougwilson", + "email": "doug@somethingdoug.com" + }, + "_npmVersion": "2.15.1", + "_phantomChildren": {}, + "_requested": { + "raw": "encodeurl@~1.0.1", + "scope": null, + "escapedName": "encodeurl", + "name": "encodeurl", + "rawSpec": "~1.0.1", + "spec": ">=1.0.1 <1.1.0", + "type": "range" + }, + "_requiredBy": [ + "/express", + "/finalhandler", + "/send", + "/serve-static" + ], + "_resolved": "https://registry.npmjs.org/encodeurl/-/encodeurl-1.0.1.tgz", + "_shasum": "79e3d58655346909fe6f0f45a5de68103b294d20", + "_shrinkwrap": null, + "_spec": "encodeurl@~1.0.1", + "_where": "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\express", + "bugs": { + "url": "https://github.com/pillarjs/encodeurl/issues" + }, + "contributors": [ + { + "name": "Douglas Christopher Wilson", + "email": "doug@somethingdoug.com" + } + ], + "dependencies": {}, + "description": "Encode a URL to a percent-encoded form, excluding already-encoded sequences", + "devDependencies": { + "eslint": "2.11.1", + "eslint-config-standard": "5.3.1", + "eslint-plugin-promise": "1.3.2", + "eslint-plugin-standard": "1.3.2", + "istanbul": "0.4.3", + "mocha": "2.5.3" + }, + "directories": {}, + "dist": { + "shasum": "79e3d58655346909fe6f0f45a5de68103b294d20", + "tarball": "https://registry.npmjs.org/encodeurl/-/encodeurl-1.0.1.tgz" + }, + "engines": { + "node": ">= 0.8" + }, + "files": [ + "LICENSE", + "HISTORY.md", + "README.md", + "index.js" + ], + "gitHead": "39ed0c235fed4cea7d012038fd6bb0480561d226", + "homepage": "https://github.com/pillarjs/encodeurl#readme", + "keywords": [ + "encode", + "encodeurl", + "url" + ], + "license": "MIT", + "maintainers": [ + { + "name": "dougwilson", + "email": "doug@somethingdoug.com" + } + ], + "name": "encodeurl", + "optionalDependencies": {}, + "readme": "ERROR: No README data found!", + "repository": { + "type": "git", + "url": "git+https://github.com/pillarjs/encodeurl.git" + }, + "scripts": { + "lint": "eslint **/*.js", + "test": "mocha --reporter spec --bail --check-leaks test/", + "test-cov": "istanbul cover node_modules/mocha/bin/_mocha -- --reporter dot --check-leaks test/", + "test-travis": "istanbul cover node_modules/mocha/bin/_mocha --report lcovonly -- --reporter spec --check-leaks test/" + }, + "version": "1.0.1" +} diff --git a/node_modules/end-of-stream/.npmignore b/node_modules/end-of-stream/.npmignore new file mode 100644 index 00000000..3c3629e6 --- /dev/null +++ b/node_modules/end-of-stream/.npmignore @@ -0,0 +1 @@ +node_modules diff --git a/node_modules/end-of-stream/README.md b/node_modules/end-of-stream/README.md new file mode 100644 index 00000000..df800c1e --- /dev/null +++ b/node_modules/end-of-stream/README.md @@ -0,0 +1,47 @@ +# end-of-stream + +A node module that calls a callback when a readable/writable/duplex stream has completed or failed. + + npm install end-of-stream + +## Usage + +Simply pass a stream and a callback to the `eos`. +Both legacy streams and streams2 are supported. + +``` js +var eos = require('end-of-stream'); + +eos(readableStream, function(err) { + if (err) return console.log('stream had an error or closed early'); + console.log('stream has ended'); +}); + +eos(writableStream, function(err) { + if (err) return console.log('stream had an error or closed early'); + console.log('stream has finished'); +}); + +eos(duplexStream, function(err) { + if (err) return console.log('stream had an error or closed early'); + console.log('stream has ended and finished'); +}); + +eos(duplexStream, {readable:false}, function(err) { + if (err) return console.log('stream had an error or closed early'); + console.log('stream has ended but might still be writable'); +}); + +eos(duplexStream, {writable:false}, function(err) { + if (err) return console.log('stream had an error or closed early'); + console.log('stream has ended but might still be readable'); +}); + +eos(readableStream, {error:false}, function(err) { + // do not treat emit('error', err) as a end-of-stream +}); +``` + +## License + +MIT \ No newline at end of file diff --git a/node_modules/end-of-stream/index.js b/node_modules/end-of-stream/index.js new file mode 100644 index 00000000..9f61ed5a --- /dev/null +++ b/node_modules/end-of-stream/index.js @@ -0,0 +1,72 @@ +var once = require('once'); + +var noop = function() {}; + +var isRequest = function(stream) { + return stream.setHeader && typeof stream.abort === 'function'; +}; + +var eos = function(stream, opts, callback) { + if (typeof opts === 'function') return eos(stream, null, opts); + if (!opts) opts = {}; + + callback = once(callback || noop); + + var ws = stream._writableState; + var rs = stream._readableState; + var readable = opts.readable || (opts.readable !== false && stream.readable); + var writable = opts.writable || (opts.writable !== false && stream.writable); + + var onlegacyfinish = function() { + if (!stream.writable) onfinish(); + }; + + var onfinish = function() { + writable = false; + if (!readable) callback(); + }; + + var onend = function() { + readable = false; + if (!writable) callback(); + }; + + var onclose = function() { + if (readable && !(rs && rs.ended)) return callback(new Error('premature close')); + if (writable && !(ws && ws.ended)) return callback(new Error('premature close')); + }; + + var onrequest = function() { + stream.req.on('finish', onfinish); + }; + + if (isRequest(stream)) { + stream.on('complete', onfinish); + stream.on('abort', onclose); + if (stream.req) onrequest(); + else stream.on('request', onrequest); + } else if (writable && !ws) { // legacy streams + stream.on('end', onlegacyfinish); + stream.on('close', onlegacyfinish); + } + + stream.on('end', onend); + stream.on('finish', onfinish); + if (opts.error !== false) stream.on('error', callback); + stream.on('close', onclose); + + return function() { + stream.removeListener('complete', onfinish); + stream.removeListener('abort', onclose); + stream.removeListener('request', onrequest); + if (stream.req) stream.req.removeListener('finish', onfinish); + stream.removeListener('end', onlegacyfinish); + stream.removeListener('close', onlegacyfinish); + stream.removeListener('finish', onfinish); + stream.removeListener('end', onend); + stream.removeListener('error', callback); + stream.removeListener('close', onclose); + }; +}; + +module.exports = eos; \ No newline at end of file diff --git a/node_modules/end-of-stream/package.json b/node_modules/end-of-stream/package.json new file mode 100644 index 00000000..a4a355f4 --- /dev/null +++ b/node_modules/end-of-stream/package.json @@ -0,0 +1,89 @@ +{ + "_args": [ + [ + { + "raw": "end-of-stream@1.0.0", + "scope": null, + "escapedName": "end-of-stream", + "name": "end-of-stream", + "rawSpec": "1.0.0", + "spec": "1.0.0", + "type": "version" + }, + "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\duplexify" + ] + ], + "_from": "end-of-stream@1.0.0", + "_id": "end-of-stream@1.0.0", + "_inCache": true, + "_location": "/end-of-stream", + "_npmUser": { + "name": "mafintosh", + "email": "mathiasbuus@gmail.com" + }, + "_npmVersion": "1.4.9", + "_phantomChildren": {}, + "_requested": { + "raw": "end-of-stream@1.0.0", + "scope": null, + "escapedName": "end-of-stream", + "name": "end-of-stream", + "rawSpec": "1.0.0", + "spec": "1.0.0", + "type": "version" + }, + "_requiredBy": [ + "/duplexify" + ], + "_resolved": "https://registry.npmjs.org/end-of-stream/-/end-of-stream-1.0.0.tgz", + "_shasum": "d4596e702734a93e40e9af864319eabd99ff2f0e", + "_shrinkwrap": null, + "_spec": "end-of-stream@1.0.0", + "_where": "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\duplexify", + "author": { + "name": "Mathias Buus", + "email": "mathiasbuus@gmail.com" + }, + "bugs": { + "url": "https://github.com/mafintosh/end-of-stream/issues" + }, + "dependencies": { + "once": "~1.3.0" + }, + "description": "Call a callback when a readable/writable/duplex stream has completed or failed.", + "devDependencies": {}, + "directories": {}, + "dist": { + "shasum": "d4596e702734a93e40e9af864319eabd99ff2f0e", + "tarball": "https://registry.npmjs.org/end-of-stream/-/end-of-stream-1.0.0.tgz" + }, + "homepage": "https://github.com/mafintosh/end-of-stream", + "keywords": [ + "stream", + "streams", + "callback", + "finish", + "close", + "end", + "wait" + ], + "license": "MIT", + "main": "index.js", + "maintainers": [ + { + "name": "mafintosh", + "email": "mathiasbuus@gmail.com" + } + ], + "name": "end-of-stream", + "optionalDependencies": {}, + "readme": "ERROR: No README data found!", + "repository": { + "type": "git", + "url": "git://github.com/mafintosh/end-of-stream.git" + }, + "scripts": { + "test": "node test.js" + }, + "version": "1.0.0" +} diff --git a/node_modules/end-of-stream/test.js b/node_modules/end-of-stream/test.js new file mode 100644 index 00000000..d4d126fe --- /dev/null +++ b/node_modules/end-of-stream/test.js @@ -0,0 +1,62 @@ +var assert = require('assert'); +var eos = require('./index'); + +var expected = 6; +var fs = require('fs'); +var net = require('net'); + +var ws = fs.createWriteStream('/dev/null'); +eos(ws, function(err) { + expected--; + assert(!!err); + if (!expected) process.exit(0); +}); +ws.close(); + +var rs = fs.createReadStream('/dev/random'); +eos(rs, function(err) { + expected--; + assert(!!err); + if (!expected) process.exit(0); +}); +rs.close(); + +var rs = fs.createReadStream(__filename); +eos(rs, function(err) { + expected--; + assert(!err); + if (!expected) process.exit(0); +}); +rs.pipe(fs.createWriteStream('/dev/null')); + +var rs = fs.createReadStream(__filename); +eos(rs, function(err) { + throw new Error('no go') +})(); +rs.pipe(fs.createWriteStream('/dev/null')); + +var socket = net.connect(50000); +eos(socket, function(err) { + expected--; + assert(!!err); + if (!expected) process.exit(0); +}); + +var server = net.createServer(function(socket) { + eos(socket, function() { + expected--; + if (!expected) process.exit(0); + }); + socket.destroy(); +}).listen(30000, function() { + var socket = net.connect(30000); + eos(socket, function() { + expected--; + if (!expected) process.exit(0); + }); +}); + +setTimeout(function() { + assert(expected === 0); + process.exit(0); +}, 1000); diff --git a/node_modules/enhanced-resolve/README.md b/node_modules/enhanced-resolve/README.md new file mode 100644 index 00000000..c8791bfb --- /dev/null +++ b/node_modules/enhanced-resolve/README.md @@ -0,0 +1,28 @@ +# enhanced-resolve + +Offers a async require.resolve function. It's highly configurable. + +[documentation](https://github.com/webpack/docs/wiki) + + +## Features + +* plugin system +* provide a custom filesystem +* sync and async node.js filesystems included + + +## Tests + +``` javascript +npm test +``` + +[](http://travis-ci.org/webpack/enhanced-resolve) + + +## License + +Copyright (c) 2012-2013 Tobias Koppers + +MIT (http://www.opensource.org/licenses/mit-license.php) \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/CachedInputFileSystem.js b/node_modules/enhanced-resolve/lib/CachedInputFileSystem.js new file mode 100644 index 00000000..c32ed36b --- /dev/null +++ b/node_modules/enhanced-resolve/lib/CachedInputFileSystem.js @@ -0,0 +1,152 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +function Storage(duration) { + this.duration = duration; + this.running = {}; + this.data = {}; + this.levels = []; + if(duration > 0) { + this.levels.push([], [], [], [], [], [], [], [], []); + for(var i = 8000; i < duration; i+=500) + this.levels.push([]); + } + this.count = 0; + this.interval = null; + this.needTickCheck = false; + this.nextTick = null; + this.passive = true; +} + +Storage.prototype.ensureTick = function() { + if(!this.interval && this.duration > 0 && !this.nextTick) + this.interval = setInterval(this.tick.bind(this), Math.floor(this.duration / this.levels.length)); +}; + +Storage.prototype.finished = function(name) { + var args = Array.prototype.slice.call(arguments, 1); + var callbacks = this.running[name]; + delete this.running[name]; + if(this.duration > 0) { + this.count++; + this.data[name] = args; + this.levels[0].push(name); + this.ensureTick(); + } + for(var i = 0; i < callbacks.length; i++) { + callbacks[i].apply(null, args); + } +}; + +Storage.prototype.provide = function(name, provider, callback) { + var running = this.running[name]; + if(running) { + running.push(callback); + return; + } + if(this.duration > 0) { + this.checkTicks(); + var data = this.data[name]; + if(data) { + return callback.apply(null, data); + } + } + this.running[name] = running = [callback]; + provider(name, this.finished.bind(this, name)); +}; + +Storage.prototype.tick = function() { + var decay = this.levels.pop(); + for(var i = decay.length - 1; i >= 0; i--) { + delete this.data[decay[i]]; + } + this.count -= decay.length; + decay.length = 0; + this.levels.unshift(decay); + if(this.count == 0) { + clearInterval(this.interval); + this.interval = null; + this.nextTick = null; + return true; + } else if(this.nextTick) { + this.nextTick += Math.floor(this.duration / this.levels.length); + var time = new Date().getTime(); + if(this.nextTick > time) { + this.nextTick = null; + this.interval = setInterval(this.tick.bind(this), Math.floor(this.duration / this.levels.length)); + return true; + } + } else if(this.passive) { + clearInterval(this.interval); + this.interval = null; + this.nextTick = new Date().getTime() + Math.floor(this.duration / this.levels.length); + } else { + this.passive = true; + } +}; + +Storage.prototype.checkTicks = function() { + this.passive = false; + if(this.nextTick) { + while(!this.tick()); + } +}; + +Storage.prototype.purge = function(what) { + if(!what) { + this.count = 0; + clearInterval(this.interval); + this.nextTick = null; + this.data = {}; + this.levels.forEach(function(level) { + level.length = 0; + }); + } else if(typeof what === "string") { + Object.keys(this.data).forEach(function(key) { + if(key.indexOf(what) === 0) + delete this.data[key]; + }, this); + } else { + for(var i = what.length - 1; i >= 0; i--) { + this.purge(what[i]); + } + } +}; + + +function CachedInputFileSystem(fileSystem, duration) { + this.fileSystem = fileSystem; + this._statStorage = new Storage(duration); + this._readdirStorage = new Storage(duration); + this._readFileStorage = new Storage(duration); + this._readlinkStorage = new Storage(duration); +} +module.exports = CachedInputFileSystem; + +CachedInputFileSystem.prototype.isSync = function() { + return this.fileSystem.isSync(); +}; + +CachedInputFileSystem.prototype.stat = function(path, callback) { + this._statStorage.provide(path, this.fileSystem.stat.bind(this.fileSystem), callback); +}; + +CachedInputFileSystem.prototype.readdir = function(path, callback) { + this._readdirStorage.provide(path, this.fileSystem.readdir.bind(this.fileSystem), callback); +}; + +CachedInputFileSystem.prototype.readFile = function(path, callback) { + this._readFileStorage.provide(path, this.fileSystem.readFile.bind(this.fileSystem), callback); +}; + +CachedInputFileSystem.prototype.readlink = function(path, callback) { + this._readlinkStorage.provide(path, this.fileSystem.readlink.bind(this.fileSystem), callback); +}; + +CachedInputFileSystem.prototype.purge = function(what) { + this._statStorage.purge(what); + this._readdirStorage.purge(what); + this._readFileStorage.purge(what); + this._readlinkStorage.purge(what); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/DirectoryDefaultFilePlugin.js b/node_modules/enhanced-resolve/lib/DirectoryDefaultFilePlugin.js new file mode 100644 index 00000000..fdb52251 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/DirectoryDefaultFilePlugin.js @@ -0,0 +1,42 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); + +function DirectoryDefaultFilePlugin(files) { + this.files = files; +} +module.exports = DirectoryDefaultFilePlugin; + +DirectoryDefaultFilePlugin.prototype.apply = function(resolver) { + var files = this.files; + resolver.plugin("directory", function(request, callback) { + var fs = this.fileSystem; + var topLevelCallback = callback; + var directory = this.join(request.path, request.request); + fs.stat(directory, function(err, stat) { + if(err || !stat) { + if(callback.log) callback.log(directory + " doesn't exist (directory default file)"); + return callback(); + } + if(!stat.isDirectory()) { + if(callback.log) callback.log(directory + " is not a directory (directory default file)"); + return callback(); + } + this.forEachBail(files, function(file, callback) { + this.doResolve("file", { + path: directory, + query: request.query, + request: file + }, createInnerCallback(function(err, result) { + if(!err && result) return callback(result); + return callback(); + }, topLevelCallback, "directory default file " + file)); + }.bind(this), function(result) { + if(!result) return callback(); + return callback(null, result); + }); + }.bind(this)); + }); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/DirectoryDescriptionFileFieldAliasPlugin.js b/node_modules/enhanced-resolve/lib/DirectoryDescriptionFileFieldAliasPlugin.js new file mode 100644 index 00000000..b89b93e9 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/DirectoryDescriptionFileFieldAliasPlugin.js @@ -0,0 +1,126 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); + +function DirectoryDescriptionFileFieldAliasPlugin(filename, field) { + this.filename = filename; + this.field = field; +} +module.exports = DirectoryDescriptionFileFieldAliasPlugin; + +function findDescriptionFileField(resolver, directory, filename, field, callback) { + (function findDescriptionFile() { + var descriptionFilePath = resolver.join(directory, filename); + resolver.fileSystem.readFile(descriptionFilePath, function(err, content) { + if(err) { + directory = cdUp(directory); + if(!directory) { + return callback(); + } else { + return findDescriptionFile(); + } + } + try { + content = JSON.parse(content); + } catch(e) { + if(callback.log) + callback.log(descriptionFilePath + " (directory description file): " + e); + else + e.message = descriptionFilePath + " (directory description file): " + e; + return callback(e); + } + var fieldData; + if(Array.isArray(field)) { + var current = content; + for(var j = 0; j < field.length; j++) { + if(current === null || typeof current !== "object") { + current = null; + break; + } + current = current[field[j]]; + } + if(typeof current === "object") { + fieldData = current; + } + } else { + if(typeof content[field] === "object") { + fieldData = content[field]; + } + } + if(!fieldData) return callback(); + callback(null, fieldData, directory); + }); + }()); +} + +function cdUp(directory) { + if(directory === "/") return null; + var i = directory.lastIndexOf("/"), + j = directory.lastIndexOf("\\"); + var p = i < 0 ? j : j < 0 ? i : i < j ? j : i; + if(p < 0) return null; + return directory.substr(0, p || 1); +} + +DirectoryDescriptionFileFieldAliasPlugin.prototype.apply = function(resolver) { + var filename = this.filename; + var field = this.field; + resolver.plugin("module", function(request, callback) { + var directory = request.path; + var moduleName = request.request; + findDescriptionFileField(this, directory, filename, field, function(err, fieldData, directory) { + if(err) return callback(err); + if(!fieldData) return callback(); + var data = fieldData[moduleName]; + if(data === moduleName) return callback(); + if(data === false) return callback(null, { + path: false, + resolved: true + }); + if(!data) return callback(); + var newRequest = this.parse(data); + var obj = { + path: directory, + request: newRequest.path, + query: newRequest.query, + directory: newRequest.directory + }; + var newCallback = createInnerCallback(callback, callback, "aliased from directory description file " + this.join(directory, filename) + " with mapping " + JSON.stringify(moduleName)); + if(newRequest.module) return this.doResolve("module", obj, newCallback); + if(newRequest.directory) return this.doResolve("directory", obj, newCallback); + return this.doResolve(["file", "directory"], obj, newCallback); + }.bind(this)); + }); + resolver.plugin("result", function(request, callback) { + var directory = cdUp(request.path); + var requestPath = request.path; + findDescriptionFileField(this, directory, filename, field, function(err, fieldData, directory) { + if(err) return callback(err); + if(!fieldData) return callback(); + var relative = requestPath.substr(directory.length+1).replace(/\\/g, "/"); + if(typeof fieldData[relative] !== "undefined") + var data = fieldData[relative]; + else if(typeof fieldData["./" + relative] !== "undefined") + var data = fieldData["./" + relative]; + if(data === relative || data === "./" + relative) return callback(); + if(data === false) return callback(null, { + path: false, + resolved: true + }); + if(!data) return callback(); + var newRequest = this.parse(data); + var obj = { + path: directory, + request: newRequest.path, + query: newRequest.query, + directory: newRequest.directory + }; + var newCallback = createInnerCallback(callback, callback, "aliased from directory description file " + this.join(directory, filename) + " with mapping " + JSON.stringify(relative)); + if(newRequest.module) return this.doResolve("module", obj, newCallback); + if(newRequest.directory) return this.doResolve("directory", obj, newCallback); + return this.doResolve(["file", "directory"], obj, newCallback); + }.bind(this)); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/DirectoryDescriptionFilePlugin.js b/node_modules/enhanced-resolve/lib/DirectoryDescriptionFilePlugin.js new file mode 100644 index 00000000..00dfa089 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/DirectoryDescriptionFilePlugin.js @@ -0,0 +1,74 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); + +function DirectoryDescriptionFilePlugin(filename, fields) { + this.filename = filename; + this.fields = fields; +} +module.exports = DirectoryDescriptionFilePlugin; + +DirectoryDescriptionFilePlugin.prototype.apply = function(resolver) { + var filename = this.filename; + var fields = this.fields; + resolver.plugin("directory", function(request, callback) { + var fs = this.fileSystem; + var directory = this.join(request.path, request.request); + var descriptionFilePath = this.join(directory, filename); + fs.readFile(descriptionFilePath, function(err, content) { + if(err) { + if(callback.log) + callback.log(descriptionFilePath + " doesn't exist (directory description file)"); + return callback(); + } + content = content.toString("utf-8"); + try { + content = JSON.parse(content); + } catch(e) { + if(callback.log) + callback.log(descriptionFilePath + " (directory description file): " + e); + else + e.message = descriptionFilePath + " (directory description file): " + e; + return callback(e); + } + var mainModules = []; + for(var i = 0; i < fields.length; i++) { + if(Array.isArray(fields[i])) { + var current = content; + for(var j = 0; j < fields[i].length; j++) { + if(current === null || typeof current !== "object") { + current = null; + break; + } + var field = fields[i][j]; + current = current[field]; + } + if(typeof current === "string") { + mainModules.push(current); + continue; + } + } else { + var field = fields[i]; + if(typeof content[field] === "string") { + mainModules.push(content[field]); + continue; + } + } + } + (function next() { + if(mainModules.length == 0) return callback(); + var mainModule = mainModules.shift(); + return this.doResolve(["file", "directory"], { + path: directory, + query: request.query, + request: mainModule + }, createInnerCallback(function(err, result) { + if(!err && result) return callback(null, result); + return next.call(this); + }.bind(this), callback, "use " + mainModule + " from " + filename)); + }.call(this)) + }.bind(this)); + }); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/DirectoryResultPlugin.js b/node_modules/enhanced-resolve/lib/DirectoryResultPlugin.js new file mode 100644 index 00000000..ecf5bda0 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/DirectoryResultPlugin.js @@ -0,0 +1,31 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +function DirectoryResultPlugin(files) { + this.files = files; +} +module.exports = DirectoryResultPlugin; + +DirectoryResultPlugin.prototype.apply = function(resolver) { + var files = this.files; + resolver.plugin("directory", function(request, callback) { + var fs = this.fileSystem; + var directory = this.join(request.path, request.request); + fs.stat(directory, function(err, stat) { + if(!err && stat && stat.isDirectory()) { + return this.doResolve("result", { + path: directory, + query: request.query, + directory: true, + resolved: true + }, callback); + } + if(callback.log) { + if(err) callback.log(directory + " doesn't exist"); + else callback.log(directory + " is not a directory"); + } + return callback(); + }.bind(this)); + }); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/FileAppendPlugin.js b/node_modules/enhanced-resolve/lib/FileAppendPlugin.js new file mode 100644 index 00000000..d1930644 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/FileAppendPlugin.js @@ -0,0 +1,40 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +function FileAppendPlugin(appendings) { + this.appendings = appendings; +} +module.exports = FileAppendPlugin; + +FileAppendPlugin.prototype.apply = function(resolver) { + var appendings = this.appendings; + resolver.plugin("file", function(request, callback) { + var fs = this.fileSystem; + var addr = this.join(request.path, request.request); + var addrs = appendings.map(function(a) { return addr + a }); + var log = callback.log; + var missing = callback.missing; + this.forEachBail(addrs, function(addr, callback) { + fs.stat(addr, function(err, stat) { + if(!err && stat && stat.isFile()) + return callback(addr); + if(missing && err) + missing.push(addr); + if(log) { + if(err) log(addr + " doesn't exist"); + else log(addr + " is not a file"); + } + return callback(); + }); + }, function(validAddr) { + if(!validAddr) return callback(); + return this.doResolve("result", { + path: validAddr, + query: request.query, + file: true, + resolved: true + }, callback); + }.bind(this)); + }); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/ModuleAliasPlugin.js b/node_modules/enhanced-resolve/lib/ModuleAliasPlugin.js new file mode 100644 index 00000000..7ee926bb --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ModuleAliasPlugin.js @@ -0,0 +1,44 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); + +function ModuleAliasPlugin(aliasMap) { + this.aliasMap = aliasMap; +} +module.exports = ModuleAliasPlugin; + +ModuleAliasPlugin.prototype.apply = function(resolver) { + var aliasMap = this.aliasMap; + resolver.plugin("module", function(request, callback) { + var fs = this.fileSystem; + var keys = Object.keys(aliasMap); + var i = 0; + (function next() { + for(;i < keys.length; i++) { + var aliasName = keys[i]; + var onlyModule = /\$$/.test(aliasName); + if(onlyModule) aliasName = aliasName.substr(0, aliasName.length-1); + if((!onlyModule && request.request.indexOf(aliasName + "/") === 0) || request.request === aliasName) { + var aliasValue = aliasMap[keys[i]]; + if(request.request.indexOf(aliasValue + "/") !== 0 && request.request != aliasValue) { + var newRequestStr = aliasValue + request.request.substr(aliasName.length); + var newRequest = this.parse(newRequestStr); + var obj = { + path: request.path, + request: newRequest.path, + query: newRequest.query, + directory: newRequest.directory + }; + var newCallback = createInnerCallback(callback, callback, "aliased with mapping " + JSON.stringify(aliasName) + ": " + JSON.stringify(aliasValue) + " to " + newRequestStr); + if(newRequest.module) return this.doResolve("module", obj, newCallback); + if(newRequest.directory) return this.doResolve("directory", obj, newCallback); + return this.doResolve(["file", "directory"], obj, newCallback); + } + } + } + return callback(); + }.call(this)); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/ModuleAsDirectoryPlugin.js b/node_modules/enhanced-resolve/lib/ModuleAsDirectoryPlugin.js new file mode 100644 index 00000000..3e1c6f95 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ModuleAsDirectoryPlugin.js @@ -0,0 +1,43 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +function ModuleAsDirectoryPlugin(moduleType) { + this.moduleType = moduleType; +} +module.exports = ModuleAsDirectoryPlugin; + +ModuleAsDirectoryPlugin.prototype.apply = function(resolver) { + resolver.plugin("module-" + this.moduleType, function(request, callback) { + var fs = this.fileSystem; + var i = request.request.indexOf("/"), + j = request.request.indexOf("\\"); + var p = i < 0 ? j : j < 0 ? i : i < j ? i : j; + var moduleName, remainingRequest; + if(p < 0) { + moduleName = request.request; + remainingRequest = ""; + } else { + moduleName = request.request.substr(0, p); + remainingRequest = request.request.substr(p+1); + } + var modulePath = this.join(request.path, moduleName); + fs.stat(modulePath, function(err, stat) { + if(err || !stat) { + if(callback.missing) + callback.missing.push(modulePath); + if(callback.log) callback.log(modulePath + " doesn't exist (module as directory)"); + return callback(); + } + if(stat.isDirectory()) { + return this.doResolve(request.directory ? "directory" : ["file", "directory"], { + path: modulePath, + request: remainingRequest, + query: request.query + }, callback, true); + } + if(callback.log) callback.log(modulePath + " is not a directory (module as directory)"); + return callback(); + }.bind(this)); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/ModuleAsFilePlugin.js b/node_modules/enhanced-resolve/lib/ModuleAsFilePlugin.js new file mode 100644 index 00000000..15107f1d --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ModuleAsFilePlugin.js @@ -0,0 +1,18 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +function ModuleAsFilePlugin(moduleType) { + this.moduleType = moduleType; +} +module.exports = ModuleAsFilePlugin; + +ModuleAsFilePlugin.prototype.apply = function(resolver) { + resolver.plugin("module-" + this.moduleType, function(request, callback) { + var fs = this.fileSystem; + var i = request.request.indexOf("/"), + j = request.request.indexOf("\\"); + if(i >= 0 || j >= 0 || request.directory) return callback(); + return this.doResolve("file", request, callback, true); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/ModuleTemplatesPlugin.js b/node_modules/enhanced-resolve/lib/ModuleTemplatesPlugin.js new file mode 100644 index 00000000..b07566cb --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ModuleTemplatesPlugin.js @@ -0,0 +1,45 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); + +function ModuleTemplatesPlugin(moduleType, templates, targetModuleType) { + this.moduleType = moduleType; + this.targetModuleType = targetModuleType; + this.templates = templates; +} +module.exports = ModuleTemplatesPlugin; + +ModuleTemplatesPlugin.prototype.apply = function(resolver) { + var templates = this.templates; + var targetModuleType = this.targetModuleType; + resolver.plugin("module-" + this.moduleType, function(request, callback) { + var fs = this.fileSystem; + var topLevelCallback = callback; + var i = request.request.indexOf("/"), + j = request.request.indexOf("\\"); + var p = i < 0 ? j : j < 0 ? i : i < j ? i : j; + var moduleName, remainingRequest; + if(p < 0) { + moduleName = request.request; + remainingRequest = ""; + } else { + moduleName = request.request.substr(0, p); + remainingRequest = request.request.substr(p); + } + this.forEachBail(templates, function(template, callback) { + var moduleFinalName = template.replace(/\*/g, moduleName); + this.applyPluginsParallelBailResult("module-" + targetModuleType, { + path: request.path, + request: moduleFinalName + remainingRequest, + query: request.query, + directory: request.directory + }, createInnerCallback(function(err, result) { + if(err) return callback(err); + if(!result) return callback(); + return callback(null, result); + }, topLevelCallback, "module variation " + moduleFinalName)); + }.bind(this), callback); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/ModulesInDirectoriesPlugin.js b/node_modules/enhanced-resolve/lib/ModulesInDirectoriesPlugin.js new file mode 100644 index 00000000..39dced05 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ModulesInDirectoriesPlugin.js @@ -0,0 +1,58 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); +var popPathSeqment = require("./popPathSeqment"); + +function ModulesInDirectoriesPlugin(moduleType, directories) { + this.moduleType = moduleType; + this.directories = directories; +} +module.exports = ModulesInDirectoriesPlugin; + +ModulesInDirectoriesPlugin.prototype.apply = function(resolver) { + var moduleType = this.moduleType; + var directories = this.directories; + resolver.plugin("module", function(request, callback) { + var fs = this.fileSystem; + var paths = [request.path]; + var addr = [request.path]; + var pathSeqment = popPathSeqment(addr); + var topLevelCallback = callback; + while(pathSeqment) { + paths.push(addr[0]); + pathSeqment = popPathSeqment(addr); + } + var addrs = paths.map(function(p) { + return directories.map(function(d) { + return this.join(p, d); + }, this); + }, this).reduce(function(array, p) { + array.push.apply(array, p); + return array; + }, []); + this.forEachBail(addrs, function(addr, callback) { + fs.stat(addr, function(err, stat) { + if(!err && stat && stat.isDirectory()) { + this.applyPluginsParallelBailResult("module-" + moduleType, { + path: addr, + request: request.request, + query: request.query, + directory: request.directory + }, createInnerCallback(function(err, result) { + if(err) return callback(err); + if(!result) return callback(); + return callback(null, result); + }, topLevelCallback, "looking for modules in " + addr)); + return; + } + return callback(); + }.bind(this)); + }.bind(this), function(err, result) { + if(err) return callback(err); + if(!result) return callback(); + return callback(null, result); + }); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/ModulesInRootPlugin.js b/node_modules/enhanced-resolve/lib/ModulesInRootPlugin.js new file mode 100644 index 00000000..0be6fe14 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ModulesInRootPlugin.js @@ -0,0 +1,28 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var createInnerCallback = require("./createInnerCallback"); + +function ModulesInRootPlugin(moduleType, path) { + this.moduleType = moduleType; + this.path = path; +} +module.exports = ModulesInRootPlugin; + +ModulesInRootPlugin.prototype.apply = function(resolver) { + var moduleType = this.moduleType; + var path = this.path; + resolver.plugin("module", function(request, callback) { + this.applyPluginsParallelBailResult("module-" + moduleType, { + path: path, + request: request.request, + query: request.query, + directory: request.directory + }, createInnerCallback(function innerCallback(err, result) { + if(err) return callback(err); + if(!result) return callback(); + return callback(null, result); + }, callback, "looking for modules in " + path)); + }); +}; diff --git a/node_modules/enhanced-resolve/lib/NodeJsInputFileSystem.js b/node_modules/enhanced-resolve/lib/NodeJsInputFileSystem.js new file mode 100644 index 00000000..3dd01b0f --- /dev/null +++ b/node_modules/enhanced-resolve/lib/NodeJsInputFileSystem.js @@ -0,0 +1,23 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var fs = require("graceful-fs"); + +function NodeJsInputFileSystem() {} +module.exports = NodeJsInputFileSystem; + +NodeJsInputFileSystem.prototype.isSync = function() { + return false; +}; + +NodeJsInputFileSystem.prototype.stat = fs.stat.bind(fs); +NodeJsInputFileSystem.prototype.readdir = function readdir(path, callback) { + fs.readdir(path, function (err, files) { + callback(err, files && files.map(function (file) { + return file.normalize ? file.normalize("NFC") : file; + })); + }); +}; +NodeJsInputFileSystem.prototype.readFile = fs.readFile.bind(fs); +NodeJsInputFileSystem.prototype.readlink = fs.readlink.bind(fs); \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/Resolver.js b/node_modules/enhanced-resolve/lib/Resolver.js new file mode 100644 index 00000000..e460135b --- /dev/null +++ b/node_modules/enhanced-resolve/lib/Resolver.js @@ -0,0 +1,200 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var Tapable = require("tapable"); +var createInnerCallback = require("./createInnerCallback"); + +function Resolver(fileSystem) { + Tapable.call(this); + this.fileSystem = fileSystem; +} +module.exports = Resolver; + +Resolver.prototype = Object.create(Tapable.prototype); + +Resolver.prototype.resolveSync = function resolveSync(context, request) { + var err, result, sync = false; + this.resolve(context, request, function(e, r) { + err = e; + result = r; + sync = true; + }); + if(!sync) throw new Error("Cannot 'resolveSync' because the fileSystem is not sync. Use 'resolve'!"); + if(err) throw err; + return result; +}; + +Resolver.prototype.resolve = function resolve(context, request, callback) { + if(typeof request === "string") request = this.parse(request); + this.applyPlugins("resolve", context, request); + var obj = { + path: context, + request: request.path, + query: request.query, + directory: request.directory + }; + function onResolved(err, result) { + if(err) return callback(err); + return callback(null, result.path === false ? false : result.path + (result.query || "")); + } + onResolved.log = callback.log; + onResolved.missing = callback.missing; + if(request.module) return this.doResolve("module", obj, onResolved); + if(request.directory) return this.doResolve("directory", obj, onResolved); + return this.doResolve(["file", "directory"], obj, onResolved); +}; + +Resolver.prototype.doResolve = function doResolve(types, request, callback, noError) { + if(!Array.isArray(types)) types = [types]; + var stackLine = types.join(" or ") + ": (" + request.path + ") " + + (request.request || "") + (request.query || "") + + (request.directory ? " directory" : "") + + (request.module ? " module" : ""); + var newStack = [stackLine]; + if(callback.stack) { + newStack = callback.stack.concat(newStack); + if(callback.stack.indexOf(stackLine) >= 0) { + // Prevent recursion + var recursionError = new Error("Recursion in resolving\nStack:\n " + newStack.join("\n ")); + recursionError.recursion = true; + if(callback.log) callback.log("abort resolving because of recursion"); + return callback(recursionError); + } + } + this.applyPlugins("resolve-step", types, request); + var localMissing = []; + var missing = callback.missing ? { + push: function(item) { + callback.missing.push(item); + localMissing.push(item); + } + } : localMissing; + var log = []; + function writeLog(msg) { + log.push(msg); + } + function logAsString() { + return log.join("\n"); + } + var currentRequestString = request.request ? request.request + " in " + request.path : request.path; + if(types.length == 1 && !noError) { + // If only one type, we can pass the error. + return this.applyPluginsParallelBailResult(types[0], request, createInnerCallback(function innerCallback(err, result) { + if(callback.log) { + for(var i = 0; i < log.length; i++) + callback.log(log[i]); + } + if(err) return callback(err); + if(result) return callback(null, result); + if(types[0] === "result") return callback(null, request); + var error = new Error("Cannot resolve " + types[0] + " '" + request.request + "' in " + request.path); + error.details = logAsString(); + error.missing = localMissing; + return callback(error); + }, { + log: writeLog, + missing: missing, + stack: newStack + }, "resolve " + types[0] + " " + currentRequestString)); + } + // For multiple type we list the errors in the details although some of them are not important + this.forEachBail(types, function(type, callback) { + this.applyPluginsParallelBailResult(type, request, createInnerCallback(function(err, result) { + if(!err && result) return callback(result); + if (err) { + (err.message || "").split("\n").forEach(function(line) { + log.push(" " + line); + }); + } + callback(); + }, { + log: writeLog, + missing: missing, + stack: newStack + }, "resolve " + type)); + }.bind(this), function(result) { + if(callback.log) { + callback.log("resolve '" + types.join("' or '") + "' " + currentRequestString); + for(var i = 0; i < log.length; i++) + callback.log(" " + log[i]); + } + if(noError && !result) return callback(); + if(result) return callback(null, result); + var error = new Error("Cannot resolve '" + types.join("' or '") + "' " + currentRequestString); + error.details = logAsString(); + error.missing = localMissing; + return callback(error); + }); +}; + +Resolver.prototype.parse = function parse(identifier) { + if(identifier === "") return null; + var part = { + path: null, + query: null, + module: false, + directory: false, + file: false + }; + var idxQuery = identifier.indexOf("?"); + if(idxQuery == 0) { + part.query = identifier; + } else if(idxQuery > 0) { + part.path = identifier.slice(0, idxQuery); + part.query = identifier.slice(idxQuery); + } else { + part.path = identifier; + } + if(part.path) { + part.module = this.isModule(part.path); + if(part.directory = this.isDirectory(part.path)) { + part.path = part.path.substr(0, part.path.length - 1); + } + } + return part; +}; + +var notModuleRegExp = /^\.$|^\.[\\\/]|^\.\.$|^\.\.[\/\\]|^\/|^[A-Z]:[\\\/]/i; +Resolver.prototype.isModule = function isModule(path) { + return !notModuleRegExp.test(path); +}; + +var directoryRegExp = /[\/\\]$/i; +Resolver.prototype.isDirectory = function isDirectory(path) { + return directoryRegExp.test(path); +}; + +Resolver.prototype.join = require("memory-fs/lib/join"); + +Resolver.prototype.normalize = require("memory-fs/lib/normalize"); + +Resolver.prototype.forEachBail = function(array, iterator, callback) { + if(array.length == 0) return callback(); + var currentPos = array.length; + var currentError, currentResult; + var done = []; + for(var i = 0; i < array.length; i++) { + var itCb = (function(i) { + return function() { + if(i >= currentPos) return; // ignore + var args = Array.prototype.slice.call(arguments); + done.push(i); + if(args.length > 0) { + currentPos = i + 1; + done = done.filter(function(item) { + return item <= i; + }); + currentResult = args; + } + if(done.length == currentPos) { + callback.apply(null, currentResult); + currentPos = 0; + } + }; + }(i)); + iterator(array[i], itCb); + if(currentPos == 0) break; + } +}; + diff --git a/node_modules/enhanced-resolve/lib/ResultSymlinkPlugin.js b/node_modules/enhanced-resolve/lib/ResultSymlinkPlugin.js new file mode 100644 index 00000000..fb8c5dda --- /dev/null +++ b/node_modules/enhanced-resolve/lib/ResultSymlinkPlugin.js @@ -0,0 +1,49 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var popPathSeqment = require("./popPathSeqment"); + +function ResultSymlinkPlugin(appendings) { +} +module.exports = ResultSymlinkPlugin; + +ResultSymlinkPlugin.prototype.apply = function(resolver) { + resolver.plugin("result", function pluginMethod(request, callback) { + var fs = this.fileSystem; + var paths = [request.path]; + var pathSeqments = []; + var addr = [request.path]; + var pathSeqment = popPathSeqment(addr); + while(pathSeqment) { + pathSeqments.push(pathSeqment); + paths.push(addr[0]); + pathSeqment = popPathSeqment(addr); + } + pathSeqments.push(paths[paths.length-1]); + var log = callback.log; + var missing = callback.missing; + var containsSymlink = false; + this.forEachBail(paths.map(function(_, i) { return i; }), function(idx, callback) { + fs.readlink(paths[idx], function(err, result) { + if(!err && result) { + pathSeqments[idx] = result; + containsSymlink = true; + // Shortcut when absolute symlink found + if(/^(\/|[a-zA-z]:($|\\))/.test(result)) + return callback(null, idx); + } + callback(); + }); + }, function(err, idx) { + if(!containsSymlink) return callback(); + var resultSeqments = typeof idx === "number" ? pathSeqments.slice(0, idx+1) : pathSeqments.slice(); + var result = resultSeqments.reverse().reduce(function(a, b) { + return this.join(a, b); + }.bind(this)); + log("resolved symlink to " + result); + request.path = result; + pluginMethod.call(this, request, callback); + }.bind(this)); + }); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/SyncNodeJsInputFileSystem.js b/node_modules/enhanced-resolve/lib/SyncNodeJsInputFileSystem.js new file mode 100644 index 00000000..a74fffeb --- /dev/null +++ b/node_modules/enhanced-resolve/lib/SyncNodeJsInputFileSystem.js @@ -0,0 +1,34 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var fs = require("graceful-fs"); + +function SyncNodeJsInputFileSystem() {} +module.exports = SyncNodeJsInputFileSystem; + +SyncNodeJsInputFileSystem.prototype.isSync = function() { + return true; +}; + +function asAsync(fn, context) { + return function() { + var args = Array.prototype.slice.call(arguments); + var callback = args.pop(); + try { + callback(null, fn.apply(context, args)); + } catch(e) { + callback(e); + } + }; +} + +SyncNodeJsInputFileSystem.prototype.stat = asAsync(fs.statSync, fs); +SyncNodeJsInputFileSystem.prototype.readdir = asAsync(function readdirSync(path) { + var files = fs.readdirSync(path); + return files && files.map(function (file) { + return file.normalize ? file.normalize("NFC") : file; + }); +}, fs); +SyncNodeJsInputFileSystem.prototype.readFile = asAsync(fs.readFileSync, fs); +SyncNodeJsInputFileSystem.prototype.readlink = asAsync(fs.readlinkSync, fs); \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/UnsafeCachePlugin.js b/node_modules/enhanced-resolve/lib/UnsafeCachePlugin.js new file mode 100644 index 00000000..8a3d50e9 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/UnsafeCachePlugin.js @@ -0,0 +1,32 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +function UnsafeCachePlugin(regExps, cache) { + this.regExps = regExps || [/./]; + if(this.regExps === true) this.regExps = [/./]; + else if(!Array.isArray(this.regExps)) this.regExps = [this.regExps]; + this.cache = cache || {}; +} +module.exports = UnsafeCachePlugin; + +UnsafeCachePlugin.prototype.apply = function(resolver) { + var oldResolve = resolver.resolve; + var regExps = this.regExps; + var cache = this.cache; + resolver.resolve = function resolve(context, request, callback) { + var id = context + "->" + request; + if(cache[id]) { + // From cache + return callback(null, cache[id]); + } + oldResolve.call(resolver, context, request, function(err, result) { + if(err) return callback(err); + var doCache = regExps.some(function(regExp) { + return regExp.test(result.path); + }); + if(!doCache) return callback(null, result); + callback(null, cache[id] = result); + }); + }; +}; diff --git a/node_modules/enhanced-resolve/lib/createInnerCallback.js b/node_modules/enhanced-resolve/lib/createInnerCallback.js new file mode 100644 index 00000000..b987d760 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/createInnerCallback.js @@ -0,0 +1,30 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +module.exports = function createInnerCallback(callback, options, message) { + var log = options.log; + if(!log) { + if(options.stack !== callback.stack) { + function callbackWrapper() { + return callback.apply(this, arguments); + } + callbackWrapper.stack = options.stack; + callbackWrapper.missing = options.missing; + } + return callback; + } + function loggingCallbackWrapper() { + log(message); + for(var i = 0; i < theLog.length; i++) + log(" " + theLog[i]); + return callback.apply(this, arguments); + } + var theLog = []; + loggingCallbackWrapper.log = function writeLog(msg) { + theLog.push(msg); + }; + loggingCallbackWrapper.stack = options.stack; + loggingCallbackWrapper.missing = options.missing; + return loggingCallbackWrapper; +} \ No newline at end of file diff --git a/node_modules/enhanced-resolve/lib/node.js b/node_modules/enhanced-resolve/lib/node.js new file mode 100644 index 00000000..c3606056 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/node.js @@ -0,0 +1,103 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +var Resolver = require("./Resolver"); +var NodeJsInputFileSystem = require("./NodeJsInputFileSystem"); +var SyncNodeJsInputFileSystem = require("./SyncNodeJsInputFileSystem"); +var CachedInputFileSystem = require("./CachedInputFileSystem"); +var ModulesInDirectoriesPlugin = require("./ModulesInDirectoriesPlugin"); +var ModuleTemplatesPlugin = require("./ModuleTemplatesPlugin"); +var ModuleAsFilePlugin = require("./ModuleAsFilePlugin"); +var ModuleAsDirectoryPlugin = require("./ModuleAsDirectoryPlugin"); +var DirectoryDefaultFilePlugin = require("./DirectoryDefaultFilePlugin"); +var DirectoryDescriptionFilePlugin = require("./DirectoryDescriptionFilePlugin"); +var FileAppendPlugin = require("./FileAppendPlugin"); +var ResultSymlinkPlugin = require("./ResultSymlinkPlugin"); +var DirectoryResultPlugin = require("./DirectoryResultPlugin"); + +var commonPlugins = [ + new ModulesInDirectoriesPlugin("node", ["node_modules"]), + new ModuleAsFilePlugin("node"), + new ModuleAsDirectoryPlugin("node"), + new DirectoryDescriptionFilePlugin("package.json", ["main"]), + new DirectoryDefaultFilePlugin(["index"]), + new FileAppendPlugin(["", ".js", ".node"]), + new ResultSymlinkPlugin() +]; + +var commonContextPlugins = [ + new ModulesInDirectoriesPlugin("node", ["node_modules"]), + new ModuleAsFilePlugin("node"), + new ModuleAsDirectoryPlugin("node"), + new DirectoryResultPlugin(), + new ResultSymlinkPlugin() +]; + +var commonLoaderPlugins = [ + new ModulesInDirectoriesPlugin("loader-module", ["node_loaders", "node_modules"]), + new ModuleTemplatesPlugin("loader-module", ["*-loader", "*"], "node"), + new ModuleAsFilePlugin("node"), + new ModuleAsDirectoryPlugin("node"), + new DirectoryDescriptionFilePlugin("package.json", ["loader", "main"]), + new DirectoryDefaultFilePlugin(["index"]), + new FileAppendPlugin([".loader.js", "", ".js"]), + new ResultSymlinkPlugin() +]; + +var asyncFileSystem = new CachedInputFileSystem(new NodeJsInputFileSystem(), 4000); +var syncFileSystem = new CachedInputFileSystem(new SyncNodeJsInputFileSystem(), 4000); + + +var asyncResolver = new Resolver(asyncFileSystem); +asyncResolver.apply.apply(asyncResolver, commonPlugins); +module.exports = function resolve(context, request, callback) { + asyncResolver.resolve(context, request, callback); +}; + +var syncResolver = new Resolver(syncFileSystem); +syncResolver.apply.apply(syncResolver, commonPlugins); +module.exports.sync = function resolveSync(context, request) { + return syncResolver.resolveSync(context, request); +}; + + +var asyncContextResolver = new Resolver(asyncFileSystem); +asyncContextResolver.apply.apply(asyncContextResolver, commonContextPlugins); +module.exports.context = function resolveContext(context, request, callback) { + asyncContextResolver.resolve(context, request, callback); +}; + +var syncContextResolver = new Resolver(syncFileSystem); +syncContextResolver.apply.apply(syncContextResolver, commonContextPlugins); +module.exports.context.sync = function resolveSync(context, request) { + return syncContextResolver.resolveSync(context, request); +}; + + +var asyncLoaderResolver = new Resolver(asyncFileSystem); +asyncLoaderResolver.apply.apply(asyncLoaderResolver, commonLoaderPlugins); +module.exports.loader = function resolveContext(context, request, callback) { + asyncLoaderResolver.resolve(context, request, callback); +}; + +var syncLoaderResolver = new Resolver(syncFileSystem); +syncLoaderResolver.apply.apply(syncLoaderResolver, commonLoaderPlugins); +module.exports.loader.sync = function resolveSync(context, request) { + return syncLoaderResolver.resolveSync(context, request); +}; + +// Export Resolver, FileSystems and Plugins +module.exports.Resolver = Resolver; +module.exports.NodeJsInputFileSystem = NodeJsInputFileSystem; +module.exports.SyncNodeJsInputFileSystem = SyncNodeJsInputFileSystem; +module.exports.CachedInputFileSystem = CachedInputFileSystem; +module.exports.ModulesInDirectoriesPlugin = ModulesInDirectoriesPlugin; +module.exports.ModuleAsDirectoryPlugin = ModuleAsDirectoryPlugin; +module.exports.DirectoryDefaultFilePlugin = DirectoryDefaultFilePlugin; +module.exports.DirectoryDescriptionFilePlugin = DirectoryDescriptionFilePlugin; +module.exports.FileAppendPlugin = FileAppendPlugin; +module.exports.DirectoryResultPlugin = DirectoryResultPlugin; +module.exports.ResultSymlinkPlugin = ResultSymlinkPlugin; +module.exports.ModuleAsFilePlugin = ModuleAsFilePlugin; +module.exports.ModuleTemplatesPlugin = ModuleTemplatesPlugin; diff --git a/node_modules/enhanced-resolve/lib/popPathSeqment.js b/node_modules/enhanced-resolve/lib/popPathSeqment.js new file mode 100644 index 00000000..f4b487c9 --- /dev/null +++ b/node_modules/enhanced-resolve/lib/popPathSeqment.js @@ -0,0 +1,13 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ +module.exports = function popPathSeqment(pathInArray) { + var i = pathInArray[0].lastIndexOf("/"), + j = pathInArray[0].lastIndexOf("\\"); + var p = i < 0 ? j : j < 0 ? i : i < j ? j : i; + if(p < 0) return null; + var s = pathInArray[0].substr(p+1); + pathInArray[0] = pathInArray[0].substr(0, p || 1); + return s; +}; diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/.gitattributes b/node_modules/enhanced-resolve/node_modules/memory-fs/.gitattributes new file mode 100644 index 00000000..412eeda7 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/.gitattributes @@ -0,0 +1,22 @@ +# Auto detect text files and perform LF normalization +* text=auto + +# Custom for Visual Studio +*.cs diff=csharp +*.sln merge=union +*.csproj merge=union +*.vbproj merge=union +*.fsproj merge=union +*.dbproj merge=union + +# Standard to msysgit +*.doc diff=astextplain +*.DOC diff=astextplain +*.docx diff=astextplain +*.DOCX diff=astextplain +*.dot diff=astextplain +*.DOT diff=astextplain +*.pdf diff=astextplain +*.PDF diff=astextplain +*.rtf diff=astextplain +*.RTF diff=astextplain diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/.npmignore b/node_modules/enhanced-resolve/node_modules/memory-fs/.npmignore new file mode 100644 index 00000000..d2b38602 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/.npmignore @@ -0,0 +1,65 @@ +# Logs +logs +*.log + +# Runtime data +pids +*.pid +*.seed + +# Directory for instrumented libs generated by jscoverage/JSCover +lib-cov + +# Coverage directory used by tools like istanbul +coverage + +# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files) +.grunt + +# Compiled binary addons (http://nodejs.org/api/addons.html) +build/Release + +# Dependency directory +# Deployed apps should consider commenting this line out: +# see https://npmjs.org/doc/faq.html#Should-I-check-my-node_modules-folder-into-git +node_modules + +# ========================= +# Operating System Files +# ========================= + +# OSX +# ========================= + +.DS_Store +.AppleDouble +.LSOverride + +# Icon must ends with two \r. +Icon + +# Thumbnails +._* + +# Files that might appear on external disk +.Spotlight-V100 +.Trashes + +# Windows +# ========================= + +# Windows image file caches +Thumbs.db +ehthumbs.db + +# Folder config file +Desktop.ini + +# Recycle Bin used on file shares +$RECYCLE.BIN/ + +# Windows Installer files +*.cab +*.msi +*.msm +*.msp diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/.travis.yml b/node_modules/enhanced-resolve/node_modules/memory-fs/.travis.yml new file mode 100644 index 00000000..1416d607 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/.travis.yml @@ -0,0 +1,4 @@ +language: node_js +node_js: + - "0.10" + - "0.11" \ No newline at end of file diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/README.md b/node_modules/enhanced-resolve/node_modules/memory-fs/README.md new file mode 100644 index 00000000..450ef484 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/README.md @@ -0,0 +1,29 @@ +# memory-fs + +A simple in-memory filesystem. Holds data in a javascript object. + +``` javascript +var MemoryFileSystem = require("memory-fs"); +var fs = new MemoryFileSystem(); // Optionally pass a javascript object + +fs.mkdirpSync("/a/test/dir"); +fs.writeFileSync("/a/test/dir/file.txt", "Hello World"); +fs.readFileSync("/a/test/dir/file.txt"); // returns Buffer("Hello World") + +// Async variantes too +fs.unlink("/a/test/dir/file.txt", function(err) { + // ... +}); + +fs.readdirSync("/a/test"); // returns ["dir"] +fs.statSync("/a/test/dir").isDirectory(); // returns true +fs.rmdirSync("/a/test/dir"); + +fs.mkdirpSync("C:\\use\\windows\\style\\paths"); +``` + +## License + +Copyright (c) 2012-2014 Tobias Koppers + +MIT (http://www.opensource.org/licenses/mit-license.php) diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/lib/MemoryFileSystem.js b/node_modules/enhanced-resolve/node_modules/memory-fs/lib/MemoryFileSystem.js new file mode 100644 index 00000000..118b3d23 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/lib/MemoryFileSystem.js @@ -0,0 +1,225 @@ +/* + MIT License http://www.opensource.org/licenses/mit-license.php + Author Tobias Koppers @sokra +*/ + +var normalize = require("./normalize"); + +function MemoryFileSystem(data) { + this.data = data || {}; +} +module.exports = MemoryFileSystem; + +function isDir(item) { + if(typeof item !== "object") return false; + return item[""] === true; +} + +function isFile(item) { + if(typeof item !== "object") return false; + return !item[""]; +} + +function pathToArray(path) { + path = normalize(path); + var nix = /^\//.test(path); + if(!nix) { + if(!/^[A-Za-z]:/.test(path)) throw new Error("Invalid path '" + path + "'"); + path = path.replace(/[\\\/]+/g, "\\"); // multi slashs + path = path.split(/[\\\/]/); + path[0] = path[0].toUpperCase(); + } else { + path = path.replace(/\/+/g, "/"); // multi slashs + path = path.substr(1).split("/"); + } + if(!path[path.length-1]) path.pop(); + return path; +} + +function trueFn() { return true; } +function falseFn() { return false; } + +MemoryFileSystem.prototype.statSync = function(_path) { + var path = pathToArray(_path); + var current = this.data; + for(var i = 0; i < path.length - 1; i++) { + if(!isDir(current[path[i]])) + throw new Error("Path doesn't exist '" + _path + "'"); + current = current[path[i]]; + } + if(_path === "/" || isDir(current[path[i]])) { + return { + isFile: falseFn, + isDirectory: trueFn, + isBlockDevice: falseFn, + isCharacterDevice: falseFn, + isSymbolicLink: falseFn, + isFIFO: falseFn, + isSocket: falseFn + }; + } else if(isFile(current[path[i]])) { + return { + isFile: trueFn, + isDirectory: falseFn, + isBlockDevice: falseFn, + isCharacterDevice: falseFn, + isSymbolicLink: falseFn, + isFIFO: falseFn, + isSocket: falseFn + }; + } else + throw new Error("Path doesn't exist '" + _path + "'"); +}; + +MemoryFileSystem.prototype.readFileSync = function(_path, encoding) { + var path = pathToArray(_path); + var current = this.data; + for(var i = 0; i < path.length - 1; i++) { + if(!isDir(current[path[i]])) + throw new Error("Path doesn't exist '" + _path + "'"); + current = current[path[i]]; + } + if(!isFile(current[path[i]])) { + if(isDir(current[path[i]])) + throw new Error("Cannot readFile on directory '" + _path + "'"); + else + throw new Error("Path doesn't exist '" + _path + "'"); + } + current = current[path[i]]; + return encoding ? current.toString(encoding) : current; +}; + +MemoryFileSystem.prototype.readdirSync = function(_path) { + if(_path === "/") return Object.keys(this.data).filter(Boolean); + var path = pathToArray(_path); + var current = this.data; + for(var i = 0; i < path.length - 1; i++) { + if(!isDir(current[path[i]])) + throw new Error("Path doesn't exist '" + _path + "'"); + current = current[path[i]]; + } + if(!isDir(current[path[i]])) { + if(isFile(current[path[i]])) + throw new Error("Cannot readdir on file '" + _path + "'"); + else + throw new Error("Path doesn't exist '" + _path + "'"); + } + return Object.keys(current[path[i]]).filter(Boolean); +}; + +MemoryFileSystem.prototype.mkdirpSync = function(_path) { + var path = pathToArray(_path); + if(path.length === 0) return; + var current = this.data; + for(var i = 0; i < path.length; i++) { + if(isFile(current[path[i]])) + throw new Error("Path is a file '" + _path + "'"); + else if(!isDir(current[path[i]])) + current[path[i]] = {"":true}; + current = current[path[i]]; + } + return; +}; + +MemoryFileSystem.prototype.mkdirSync = function(_path) { + var path = pathToArray(_path); + if(path.length === 0) return; + var current = this.data; + for(var i = 0; i < path.length - 1; i++) { + if(!isDir(current[path[i]])) + throw new Error("Path doesn't exist '" + _path + "'"); + current = current[path[i]]; + } + if(isDir(current[path[i]])) + throw new new Error("Directory already exist '" + _path + "'"); + else if(isFile(current[path[i]])) + throw new Error("Cannot mkdir on file '" + _path + "'"); + current[path[i]] = {"":true}; + return; +}; + +MemoryFileSystem.prototype._remove = function(_path, name, testFn) { + var path = pathToArray(_path); + if(path.length === 0) throw new Error("Path cannot be removed '" + _path + "'"); + var current = this.data; + for(var i = 0; i < path.length - 1; i++) { + if(!isDir(current[path[i]])) + throw new Error("Path doesn't exist '" + _path + "'"); + current = current[path[i]]; + } + if(!testFn(current[path[i]])) + throw new Error("'" + name + "' doesn't exist '" + _path + "'"); + delete current[path[i]]; + return; +}; + +MemoryFileSystem.prototype.rmdirSync = function(_path) { + return this._remove(_path, "Directory", isDir); +}; + +MemoryFileSystem.prototype.unlinkSync = function(_path) { + return this._remove(_path, "File", isFile); +}; + +MemoryFileSystem.prototype.readlinkSync = function(_path) { + throw new Error("Path is not a link '" + _path + "'"); +}; + +MemoryFileSystem.prototype.writeFileSync = function(_path, content, encoding) { + if(!content && !encoding) throw new Error("No content"); + var path = pathToArray(_path); + if(path.length === 0) throw new Error("Path is not a file '" + _path + "'"); + var current = this.data; + for(var i = 0; i < path.length - 1; i++) { + if(!isDir(current[path[i]])) + throw new Error("Path doesn't exist '" + _path + "'"); + current = current[path[i]]; + } + if(isDir(current[path[i]])) + throw new Error("Cannot writeFile on directory '" + _path + "'"); + current[path[i]] = encoding || typeof content === "string" ? new Buffer(content, encoding) : content; + return; +}; + +MemoryFileSystem.prototype.join = require("./join"); + +MemoryFileSystem.prototype.normalize = normalize; + +// async functions + +["stat", "readdir", "mkdirp", "mkdir", "rmdir", "unlink", "readlink"].forEach(function(fn) { + MemoryFileSystem.prototype[fn] = function(path, callback) { + try { + var result = this[fn + "Sync"](path); + } catch(e) { + return callback(e); + } + return callback(null, result); + }; +}); + +MemoryFileSystem.prototype.readFile = function(path, optArg, callback) { + if(!callback) { + callback = optArg; + optArg = undefined; + } + try { + var result = this.readFileSync(path, optArg); + } catch(e) { + return callback(e); + } + return callback(null, result); +}; + +MemoryFileSystem.prototype.writeFile = function (path, content, encoding, callback) { + if(!callback) { + callback = encoding; + encoding = undefined; + } + try { + this.writeFileSync(path, content, encoding); + } catch(e) { + return callback(e); + } + return callback(); +}; diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/lib/join.js b/node_modules/enhanced-resolve/node_modules/memory-fs/lib/join.js new file mode 100644 index 00000000..255e1755 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/lib/join.js @@ -0,0 +1,14 @@ +var normalize = require("./normalize"); + +var absoluteWinRegExp = /^[A-Z]:([\\\/]|$)/i; +var absoluteNixRegExp = /^\//i; + +module.exports = function join(path, request) { + if(request == "") return normalize(path); + if(absoluteWinRegExp.test(request)) return normalize(request.replace(/\//g, "\\")); + if(absoluteNixRegExp.test(request)) return normalize(request); + if(path == "/") return normalize(path + request); + if(absoluteWinRegExp.test(path)) return normalize(path + "\\" + request.replace(/\//g, "\\")); + if(absoluteNixRegExp.test(path)) return normalize(path + "/" + request); + return normalize(path + "/" + request); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/lib/normalize.js b/node_modules/enhanced-resolve/node_modules/memory-fs/lib/normalize.js new file mode 100644 index 00000000..04726d04 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/lib/normalize.js @@ -0,0 +1,38 @@ +var doubleSlashWinRegExp = /\\+/g; +var doubleSlashNixRegExp = /\/+/g; +var currentDirectoryWinMiddleRegExp = /\\(\.\\)+/; +var currentDirectoryWinEndRegExp = /\\\.$/; +var parentDirectoryWinMiddleRegExp = /\\+[^\\]+\\+\.\.\\/; +var parentDirectoryWinEndRegExp1 = /([A-Z]:\\)\\*[^\\]+\\+\.\.$/i; +var parentDirectoryWinEndRegExp2 = /\\+[^\\]+\\+\.\.$/; +var currentDirectoryNixMiddleRegExp = /\/+(\.\/)+/; +var currentDirectoryNixEndRegExp1 = /^\/+\.$/; +var currentDirectoryNixEndRegExp2 = /\/+\.$/; +var parentDirectoryNixMiddleRegExp = /(^|\/[^\/]+)\/+\.\.\/+/; +var parentDirectoryNixEndRegExp1 = /^\/[^\/]+\/+\.\.$/; +var parentDirectoryNixEndRegExp2 = /\/+[^\/]+\/+\.\.$/; +var parentDirectoryNixEndRegExp3 = /^\/+\.\.$/; + +// RegExp magic :) + +module.exports = function normalize(path) { + while(currentDirectoryWinMiddleRegExp.test(path)) + path = path.replace(currentDirectoryWinMiddleRegExp, "\\"); + path = path.replace(currentDirectoryWinEndRegExp, ""); + while(parentDirectoryWinMiddleRegExp.test(path)) + path = path.replace(parentDirectoryWinMiddleRegExp, "\\"); + path = path.replace(parentDirectoryWinEndRegExp1, "$1"); + path = path.replace(parentDirectoryWinEndRegExp2, ""); + + while(currentDirectoryNixMiddleRegExp.test(path)) + path = path.replace(currentDirectoryNixMiddleRegExp, "/"); + path = path.replace(currentDirectoryNixEndRegExp1, "/"); + path = path.replace(currentDirectoryNixEndRegExp2, ""); + while(parentDirectoryNixMiddleRegExp.test(path)) + path = path.replace(parentDirectoryNixMiddleRegExp, "/"); + path = path.replace(parentDirectoryNixEndRegExp1, "/"); + path = path.replace(parentDirectoryNixEndRegExp2, ""); + path = path.replace(parentDirectoryNixEndRegExp3, "/"); + + return path.replace(doubleSlashWinRegExp, "\\").replace(doubleSlashNixRegExp, "/"); +}; \ No newline at end of file diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/package.json b/node_modules/enhanced-resolve/node_modules/memory-fs/package.json new file mode 100644 index 00000000..43d5ecb6 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/package.json @@ -0,0 +1,89 @@ +{ + "_args": [ + [ + { + "raw": "memory-fs@^0.2.0", + "scope": null, + "escapedName": "memory-fs", + "name": "memory-fs", + "rawSpec": "^0.2.0", + "spec": ">=0.2.0 <0.3.0", + "type": "range" + }, + "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\enhanced-resolve" + ] + ], + "_from": "memory-fs@>=0.2.0 <0.3.0", + "_id": "memory-fs@0.2.0", + "_inCache": true, + "_location": "/enhanced-resolve/memory-fs", + "_npmUser": { + "name": "sokra", + "email": "tobias.koppers@googlemail.com" + }, + "_npmVersion": "1.4.28", + "_phantomChildren": {}, + "_requested": { + "raw": "memory-fs@^0.2.0", + "scope": null, + "escapedName": "memory-fs", + "name": "memory-fs", + "rawSpec": "^0.2.0", + "spec": ">=0.2.0 <0.3.0", + "type": "range" + }, + "_requiredBy": [ + "/enhanced-resolve" + ], + "_resolved": "https://registry.npmjs.org/memory-fs/-/memory-fs-0.2.0.tgz", + "_shasum": "f2bb25368bc121e391c2520de92969caee0a0290", + "_shrinkwrap": null, + "_spec": "memory-fs@^0.2.0", + "_where": "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\enhanced-resolve", + "author": { + "name": "Tobias Koppers @sokra" + }, + "bugs": { + "url": "https://github.com/webpack/memory-fs/issues" + }, + "dependencies": {}, + "description": "A simple in-memory filesystem. Holds data in a javascript object.", + "devDependencies": { + "istanbul": "^0.2.13", + "mocha": "^1.20.1", + "should": "^4.0.4" + }, + "directories": { + "test": "test" + }, + "dist": { + "shasum": "f2bb25368bc121e391c2520de92969caee0a0290", + "tarball": "https://registry.npmjs.org/memory-fs/-/memory-fs-0.2.0.tgz" + }, + "gitHead": "b90785340f2adf4eed77c59bdda7742a51d16e5e", + "homepage": "https://github.com/webpack/memory-fs", + "keywords": [ + "fs", + "memory" + ], + "license": "MIT", + "main": "lib/MemoryFileSystem.js", + "maintainers": [ + { + "name": "sokra", + "email": "tobias.koppers@googlemail.com" + } + ], + "name": "memory-fs", + "optionalDependencies": {}, + "readme": "ERROR: No README data found!", + "repository": { + "type": "git", + "url": "git+https://github.com/webpack/memory-fs.git" + }, + "scripts": { + "cover": "istanbul cover node_modules/mocha/bin/_mocha -- -R spec", + "test": "mocha -R spec" + }, + "version": "0.2.0" +} diff --git a/node_modules/enhanced-resolve/node_modules/memory-fs/test/MemoryFileSystem.js b/node_modules/enhanced-resolve/node_modules/memory-fs/test/MemoryFileSystem.js new file mode 100644 index 00000000..49446181 --- /dev/null +++ b/node_modules/enhanced-resolve/node_modules/memory-fs/test/MemoryFileSystem.js @@ -0,0 +1,362 @@ +var should = require("should"); +var MemoryFileSystem = require("../lib/MemoryFileSystem"); + +describe("directory", function() { + it("should have a empty root directory as startup", function(done) { + var fs = new MemoryFileSystem(); + fs.readdirSync("/").should.be.eql([]); + var stat = fs.statSync("/"); + stat.isFile().should.be.eql(false); + stat.isDirectory().should.be.eql(true); + fs.readdir("/", function(err, files) { + if(err) throw err; + files.should.be.eql([]); + done(); + }); + }); + it("should make and remove directories (linux style)", function() { + var fs = new MemoryFileSystem(); + fs.mkdirSync("/test"); + fs.mkdirSync("/test//sub/"); + fs.mkdirpSync("/test/sub2"); + fs.mkdirSync("/root\\dir"); + fs.mkdirpSync("/"); + fs.mkdirSync("/"); + fs.readdirSync("/").should.be.eql(["test", "root\\dir"]); + fs.readdirSync("/test/").should.be.eql(["sub", "sub2"]); + fs.rmdirSync("/test/sub//"); + fs.readdirSync("//test").should.be.eql(["sub2"]); + fs.rmdirSync("/test/sub2"); + fs.rmdirSync("/test"); + (function() { + fs.readdirSync("/test"); + }).should.throw(); + fs.readdirSync("/").should.be.eql(["root\\dir"]); + fs.mkdirpSync("/a/depth/sub/dir"); + var stat = fs.statSync("/a/depth/sub"); + stat.isFile().should.be.eql(false); + stat.isDirectory().should.be.eql(true); + }); + it("should make and remove directories (windows style)", function() { + var fs = new MemoryFileSystem(); + fs.mkdirSync("C:\\"); + fs.mkdirSync("C:\\test"); + fs.mkdirSync("C:\\test\\\\sub/"); + fs.mkdirpSync("c:\\test/sub2"); + fs.mkdirSync("C:\\root-dir"); + fs.readdirSync("C:").should.be.eql(["test", "root-dir"]); + fs.readdirSync("C:/test/").should.be.eql(["sub", "sub2"]); + fs.rmdirSync("C:/test\\sub\\\\"); + fs.readdirSync("C:\\\\test").should.be.eql(["sub2"]); + fs.rmdirSync("C:\\test\\sub2"); + fs.rmdirSync("C:\\test"); + (function() { + fs.readdirSync("C:\\test"); + }).should.throw(); + fs.readdirSync("C:").should.be.eql(["root-dir"]); + fs.mkdirpSync("D:\\a\\depth\\sub\\dir"); + var stat = fs.statSync("D:\\a\\depth\\sub"); + stat.isFile().should.be.eql(false); + stat.isDirectory().should.be.eql(true); + fs.readdirSync("D:\\//a/depth/\\sub").should.be.eql(["dir"]); + }); +}); +describe("files", function() { + it("should make and remove files", function() { + var fs = new MemoryFileSystem(); + fs.mkdirSync("/test"); + var buf = new Buffer("Hello World", "utf-8"); + fs.writeFileSync("/test/hello-world.txt", buf); + fs.readFileSync("/test/hello-world.txt").should.be.eql(buf); + fs.readFileSync("/test/hello-world.txt", "utf-8").should.be.eql("Hello World"); + (function() { + fs.readFileSync("/test/other-file"); + }).should.throw(); + (function() { + fs.readFileSync("/test/other-file", "utf-8"); + }).should.throw(); + fs.writeFileSync("/a", "Test", "utf-8"); + fs.readFileSync("/a", "utf-8").should.be.eql("Test"); + var stat = fs.statSync("/a"); + stat.isFile().should.be.eql(true); + stat.isDirectory().should.be.eql(false); + }); +}); +describe("errors", function() { + it("should fail on invalid paths", function() { + var fs = new MemoryFileSystem(); + fs.mkdirpSync("/test/a/b/c"); + fs.mkdirpSync("/test/a/bc"); + fs.mkdirpSync("/test/abc"); + (function() { + fs.mkdirpSync("xyz"); + }).should.throw(); + (function() { + fs.readdirSync("/test/abc/a/b/c"); + }).should.throw(); + (function() { + fs.readdirSync("/abc"); + }).should.throw(); + (function() { + fs.statSync("/abc"); + }).should.throw(); + (function() { + fs.mkdirSync("/test/a/d/b/c"); + }).should.throw(); + (function() { + fs.writeFileSync("/test/a/d/b/c", "Hello"); + }).should.throw(); + (function() { + fs.readFileSync("/test/a/d/b/c"); + }).should.throw(); + (function() { + fs.readFileSync("/test/abcd"); + }).should.throw(); + (function() { + fs.mkdirSync("/test/abcd/dir"); + }).should.throw(); + (function() { + fs.unlinkSync("/test/abcd"); + }).should.throw(); + (function() { + fs.unlinkSync("/test/abcd/file"); + }).should.throw(); + (function() { + fs.statSync("/test/a/d/b/c"); + }).should.throw(); + (function() { + fs.statSync("/test/abcd"); + }).should.throw(); + fs.mkdir("/test/a/d/b/c", function(err) { + err.should.be.instanceof(Error); + }); + }); + it("should fail incorrect arguments", function() { + var fs = new MemoryFileSystem(); + (function() { + fs.writeFileSync("/test"); + }).should.throw(); + }); + it("should fail on wrong type", function() { + var fs = new MemoryFileSystem(); + fs.mkdirpSync("/test/dir"); + fs.mkdirpSync("/test/dir"); + fs.writeFileSync("/test/file", "Hello"); + (function() { + fs.writeFileSync("/test/dir", "Hello"); + }).should.throw(); + (function() { + fs.readFileSync("/test/dir"); + }).should.throw(); + (function() { + fs.writeFileSync("/", "Hello"); + }).should.throw(); + (function() { + fs.rmdirSync("/"); + }).should.throw(); + (function() { + fs.unlinkSync("/"); + }).should.throw(); + (function() { + fs.mkdirSync("/test/dir"); + }).should.throw(); + (function() { + fs.mkdirSync("/test/file"); + }).should.throw(); + (function() { + fs.mkdirpSync("/test/file"); + }).should.throw(); + (function() { + fs.readdirSync("/test/file"); + }).should.throw(); + fs.readdirSync("/test/").should.be.eql(["dir", "file"]); + }); + it("should throw on readlink", function() { + var fs = new MemoryFileSystem(); + fs.mkdirpSync("/test/dir"); + (function() { + fs.readlinkSync("/"); + }).should.throw(); + (function() { + fs.readlinkSync("/link"); + }).should.throw(); + (function() { + fs.readlinkSync("/test"); + }).should.throw(); + (function() { + fs.readlinkSync("/test/dir"); + }).should.throw(); + (function() { + fs.readlinkSync("/test/dir/link"); + }).should.throw(); + }); +}); +describe("async", function() { + it("should be able to use the async versions", function(done) { + var fs = new MemoryFileSystem(); + fs.mkdirp("/test/dir", function(err) { + if(err) throw err; + fs.writeFile("/test/dir/a", "Hello", function(err) { + if(err) throw err; + fs.writeFile("/test/dir/b", "World", "utf-8", function(err) { + if(err) throw err; + fs.readFile("/test/dir/a", "utf-8", function(err, content) { + if(err) throw err; + content.should.be.eql("Hello"); + fs.readFile("/test/dir/b", function(err, content) { + if(err) throw err; + content.should.be.eql(new Buffer("World")); + done(); + }); + }); + }); + }); + }); + }); + it("should return errors", function(done) { + var fs = new MemoryFileSystem(); + fs.readFile("/fail/file", function(err, content) { + err.should.be.instanceof(Error); + fs.writeFile("/fail/file", "", function(err) { + err.should.be.instanceof(Error); + done(); + }); + }); + }); +}); +describe("normalize", function() { + it("should normalize paths", function() { + var fs = new MemoryFileSystem(); + fs.normalize("/a/b/c").should.be.eql("/a/b/c"); + fs.normalize("/a//b/c").should.be.eql("/a/b/c"); + fs.normalize("/a//b//c").should.be.eql("/a/b/c"); + fs.normalize("//a//b//c").should.be.eql("/a/b/c"); + fs.normalize("/a/////b/c").should.be.eql("/a/b/c"); + fs.normalize("/./a/d///..////b/c").should.be.eql("/a/b/c"); + fs.normalize("/..").should.be.eql("/"); + fs.normalize("/.").should.be.eql("/"); + fs.normalize("/.git").should.be.eql("/.git"); + fs.normalize("/a/b/c/.git").should.be.eql("/a/b/c/.git"); + fs.normalize("/a/b/c/..git").should.be.eql("/a/b/c/..git"); + fs.normalize("/a/b/c/..").should.be.eql("/a/b"); + fs.normalize("/a/b/c/../..").should.be.eql("/a"); + fs.normalize("/a/b/c/../../..").should.be.eql("/"); + fs.normalize("C:\\a\\..").should.be.eql("C:\\"); + fs.normalize("C:\\a\\b\\..").should.be.eql("C:\\a"); + fs.normalize("C:\\a\\b\\\c\\..\\..").should.be.eql("C:\\a"); + fs.normalize("C:\\a\\b\\d\\..\\c\\..\\..").should.be.eql("C:\\a"); + fs.normalize("C:\\a\\b\\d\\\\.\\\\.\\c\\.\\..").should.be.eql("C:\\a\\b\\d"); + }); +}); +describe("join", function() { + it("should join paths", function() { + var fs = new MemoryFileSystem(); + fs.join("/", "a/b/c").should.be.eql("/a/b/c"); + fs.join("/a", "b/c").should.be.eql("/a/b/c"); + fs.join("/a/b", "c").should.be.eql("/a/b/c"); + fs.join("/a/", "b/c").should.be.eql("/a/b/c"); + fs.join("/a//", "b/c").should.be.eql("/a/b/c"); + fs.join("a", "b/c").should.be.eql("a/b/c"); + fs.join("a/b", "c").should.be.eql("a/b/c"); + fs.join("C:", "a/b").should.be.eql("C:\\a\\b"); + fs.join("C:\\", "a/b").should.be.eql("C:\\a\\b"); + fs.join("C:\\", "a\\b").should.be.eql("C:\\a\\b"); + }); + it("should join paths (weird cases)", function() { + var fs = new MemoryFileSystem(); + fs.join("/", "").should.be.eql("/"); + fs.join("/a/b/", "").should.be.eql("/a/b/"); + fs.join("/a/b/c", "").should.be.eql("/a/b/c"); + fs.join("C:", "").should.be.eql("C:"); + fs.join("C:\\a\\b", "").should.be.eql("C:\\a\\b"); + }); + it("should join paths (absolute request)", function() { + var fs = new MemoryFileSystem(); + fs.join("/a/b/c", "/d/e/f").should.be.eql("/d/e/f"); + fs.join("C:\\a\\b\\c", "/d/e/f").should.be.eql("/d/e/f"); + fs.join("/a/b/c", "C:\\d\\e\\f").should.be.eql("C:\\d\\e\\f"); + fs.join("C:\\a\\b\\c", "C:\\d\\e\\f").should.be.eql("C:\\d\\e\\f"); + }); +}); +describe("os", function() { + var fileSystem; + + beforeEach(function() { + fileSystem = new MemoryFileSystem({ + "": true, + a: { + "": true, + index: new Buffer("1"), // /a/index + dir: { + "": true, + index: new Buffer("2") // /a/dir/index + } + }, + "C:": { + "": true, + a: { + "": true, + index: new Buffer("3"), // C:\files\index + dir: { + "": true, + index: new Buffer("4") // C:\files\a\index + } + } + } + }); + }); + + describe("unix", function() { + it("should stat stuff", function() { + fileSystem.statSync("/a").isDirectory().should.be.eql(true); + fileSystem.statSync("/a").isFile().should.be.eql(false); + fileSystem.statSync("/a/index").isDirectory().should.be.eql(false); + fileSystem.statSync("/a/index").isFile().should.be.eql(true); + fileSystem.statSync("/a/dir").isDirectory().should.be.eql(true); + fileSystem.statSync("/a/dir").isFile().should.be.eql(false); + fileSystem.statSync("/a/dir/index").isDirectory().should.be.eql(false); + fileSystem.statSync("/a/dir/index").isFile().should.be.eql(true); + }); + it("should readdir directories", function() { + fileSystem.readdirSync("/a").should.be.eql(["index", "dir"]); + fileSystem.readdirSync("/a/dir").should.be.eql(["index"]); + }); + it("should readdir directories", function() { + fileSystem.readFileSync("/a/index", "utf-8").should.be.eql("1"); + fileSystem.readFileSync("/a/dir/index", "utf-8").should.be.eql("2"); + }); + it("should also accept multi slashs", function() { + fileSystem.statSync("/a///dir//index").isFile().should.be.eql(true); + }); + }); + + describe("windows", function() { + it("should stat stuff", function() { + fileSystem.statSync("C:\\a").isDirectory().should.be.eql(true); + fileSystem.statSync("C:\\a").isFile().should.be.eql(false); + fileSystem.statSync("C:\\a\\index").isDirectory().should.be.eql(false); + fileSystem.statSync("C:\\a\\index").isFile().should.be.eql(true); + fileSystem.statSync("C:\\a\\dir").isDirectory().should.be.eql(true); + fileSystem.statSync("C:\\a\\dir").isFile().should.be.eql(false); + fileSystem.statSync("C:\\a\\dir\\index").isDirectory().should.be.eql(false); + fileSystem.statSync("C:\\a\\dir\\index").isFile().should.be.eql(true); + }); + it("should readdir directories", function() { + fileSystem.readdirSync("C:\\a").should.be.eql(["index", "dir"]); + fileSystem.readdirSync("C:\\a\\dir").should.be.eql(["index"]); + }); + it("should readdir directories", function() { + fileSystem.readFileSync("C:\\a\\index", "utf-8").should.be.eql("3"); + fileSystem.readFileSync("C:\\a\\dir\\index", "utf-8").should.be.eql("4"); + }); + it("should also accept multi slashs", function() { + fileSystem.statSync("C:\\\\a\\\\\\dir\\\\index").isFile().should.be.eql(true); + }); + it("should also accept a normal slash", function() { + fileSystem.statSync("C:\\a\\dir/index").isFile().should.be.eql(true); + fileSystem.statSync("C:\\a\\dir\\index").isFile().should.be.eql(true); + fileSystem.statSync("C:\\a/dir/index").isFile().should.be.eql(true); + fileSystem.statSync("C:\\a/dir\\index").isFile().should.be.eql(true); + }); + }); +}); \ No newline at end of file diff --git a/node_modules/enhanced-resolve/package.json b/node_modules/enhanced-resolve/package.json new file mode 100644 index 00000000..984ceee9 --- /dev/null +++ b/node_modules/enhanced-resolve/package.json @@ -0,0 +1,99 @@ +{ + "_args": [ + [ + { + "raw": "enhanced-resolve@~0.9.0", + "scope": null, + "escapedName": "enhanced-resolve", + "name": "enhanced-resolve", + "rawSpec": "~0.9.0", + "spec": ">=0.9.0 <0.10.0", + "type": "range" + }, + "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\webpack" + ] + ], + "_from": "enhanced-resolve@>=0.9.0 <0.10.0", + "_id": "enhanced-resolve@0.9.1", + "_inCache": true, + "_location": "/enhanced-resolve", + "_nodeVersion": "4.0.0", + "_npmUser": { + "name": "sokra", + "email": "tobias.koppers@googlemail.com" + }, + "_npmVersion": "3.3.3", + "_phantomChildren": {}, + "_requested": { + "raw": "enhanced-resolve@~0.9.0", + "scope": null, + "escapedName": "enhanced-resolve", + "name": "enhanced-resolve", + "rawSpec": "~0.9.0", + "spec": ">=0.9.0 <0.10.0", + "type": "range" + }, + "_requiredBy": [ + "/webpack" + ], + "_resolved": "https://registry.npmjs.org/enhanced-resolve/-/enhanced-resolve-0.9.1.tgz", + "_shasum": "4d6e689b3725f86090927ccc86cd9f1635b89e2e", + "_shrinkwrap": null, + "_spec": "enhanced-resolve@~0.9.0", + "_where": "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\webpack", + "author": { + "name": "Tobias Koppers @sokra" + }, + "bugs": { + "url": "https://github.com/webpack/enhanced-resolve/issues" + }, + "dependencies": { + "graceful-fs": "^4.1.2", + "memory-fs": "^0.2.0", + "tapable": "^0.1.8" + }, + "description": "Offers a async require.resolve function. It's highly configurable.", + "devDependencies": { + "istanbul": "^0.3.5", + "mocha": "^2.1.0", + "should": "^4.6.0" + }, + "directories": {}, + "dist": { + "shasum": "4d6e689b3725f86090927ccc86cd9f1635b89e2e", + "tarball": "https://registry.npmjs.org/enhanced-resolve/-/enhanced-resolve-0.9.1.tgz" + }, + "engines": { + "node": ">=0.6" + }, + "files": [ + "lib" + ], + "gitHead": "1d14a6debbe4054f84d7d7f870ca0a1cb963f75b", + "homepage": "http://github.com/webpack/enhanced-resolve", + "licenses": [ + { + "type": "MIT", + "url": "http://www.opensource.org/licenses/mit-license.php" + } + ], + "main": "lib/node.js", + "maintainers": [ + { + "name": "sokra", + "email": "tobias.koppers@googlemail.com" + } + ], + "name": "enhanced-resolve", + "optionalDependencies": {}, + "readme": "ERROR: No README data found!", + "repository": { + "type": "git", + "url": "git://github.com/webpack/enhanced-resolve.git" + }, + "scripts": { + "cover": "istanbul cover node_modules/mocha/bin/_mocha -- -R spec", + "test": "mocha --reporter spec" + }, + "version": "0.9.1" +} diff --git a/node_modules/errno/.jshintrc b/node_modules/errno/.jshintrc new file mode 100644 index 00000000..c8ef3ca4 --- /dev/null +++ b/node_modules/errno/.jshintrc @@ -0,0 +1,59 @@ +{ + "predef": [ ] + , "bitwise": false + , "camelcase": false + , "curly": false + , "eqeqeq": false + , "forin": false + , "immed": false + , "latedef": false + , "noarg": true + , "noempty": true + , "nonew": true + , "plusplus": false + , "quotmark": true + , "regexp": false + , "undef": true + , "unused": true + , "strict": false + , "trailing": true + , "maxlen": 120 + , "asi": true + , "boss": true + , "debug": true + , "eqnull": true + , "esnext": true + , "evil": true + , "expr": true + , "funcscope": false + , "globalstrict": false + , "iterator": false + , "lastsemic": true + , "laxbreak": true + , "laxcomma": true + , "loopfunc": true + , "multistr": false + , "onecase": false + , "proto": false + , "regexdash": false + , "scripturl": true + , "smarttabs": false + , "shadow": false + , "sub": true + , "supernew": false + , "validthis": true + , "browser": true + , "couch": false + , "devel": false + , "dojo": false + , "mootools": false + , "node": true + , "nonstandard": true + , "prototypejs": false + , "rhino": false + , "worker": true + , "wsh": false + , "nomen": false + , "onevar": false + , "passfail": false +} \ No newline at end of file diff --git a/node_modules/errno/.npmignore b/node_modules/errno/.npmignore new file mode 100644 index 00000000..b512c09d --- /dev/null +++ b/node_modules/errno/.npmignore @@ -0,0 +1 @@ +node_modules \ No newline at end of file diff --git a/node_modules/errno/README.md b/node_modules/errno/README.md new file mode 100644 index 00000000..2c1f8a52 --- /dev/null +++ b/node_modules/errno/README.md @@ -0,0 +1,141 @@ +# node-errno + +Better [libuv](https://github.com/libuv/libuv)/[Node.js](https://nodejs.org)/[io.js](https://iojs.org) error handling & reporting. Available in npm as *errno*. + +* [errno exposed](#errnoexposed) +* [Custom errors](#customerrors) + + +## errno exposed + +Ever find yourself needing more details about Node.js errors? Me too, so *node-errno* contains the errno mappings direct from libuv so you can use them in your code. + +**By errno:** + +```js +require('errno').errno[3] +// → { +// "errno": 3, +// "code": "EACCES", +// "description": "permission denied" +// } +``` + +**By code:** + +```js +require('errno').code.ENOTEMPTY +// → { +// "errno": 53, +// "code": "ENOTEMPTY", +// "description": "directory not empty" +// } +``` + +**Make your errors more descriptive:** + +```js +var errno = require('errno') + +function errmsg(err) { + var str = 'Error: ' + // if it's a libuv error then get the description from errno + if (errno.errno[err.errno]) + str += errno.errno[err.errno].description + else + str += err.message + + // if it's a `fs` error then it'll have a 'path' property + if (err.path) + str += ' [' + err.path + ']' + + return str +} + +var fs = require('fs') + +fs.readFile('thisisnotarealfile.txt', function (err, data) { + if (err) + console.log(errmsg(err)) +}) +``` + +**Use as a command line tool:** + +``` +~ $ errno 53 +{ + "errno": 53, + "code": "ENOTEMPTY", + "description": "directory not empty" +} +~ $ errno EROFS +{ + "errno": 56, + "code": "EROFS", + "description": "read-only file system" +} +~ $ errno foo +No such errno/code: "foo" +``` + +Supply no arguments for the full list. Error codes are processed case-insensitive. + +You will need to install with `npm install errno -g` if you want the `errno` command to be available without supplying a full path to the node_modules installation. + + +## Custom errors + +Use `errno.custom.createError()` to create custom `Error` objects to throw around in your Node.js library. Create error heirachies so `instanceof` becomes a useful tool in tracking errors. Call-stack is correctly captured at the time you create an instance of the error object, plus a `cause` property will make available the original error object if you pass one in to the constructor. + +```js +var create = require('errno').custom.createError +var MyError = create('MyError') // inherits from Error +var SpecificError = create('SpecificError', MyError) // inherits from MyError +var OtherError = create('OtherError', MyError) + +// use them! +if (condition) throw new SpecificError('Eeek! Something bad happened') + +if (err) return callback(new OtherError(err)) +``` + +Also available is a `errno.custom.FilesystemError` with in-built access to errno properties: + +```js +fs.readFile('foo', function (err, data) { + if (err) return callback(new errno.custom.FilesystemError(err)) + // do something else +}) +``` + +The resulting error object passed through the callback will have the following properties: `code`, `errno`, `path` and `message` will contain a descriptive human-readable message. + +## Contributors + +* [bahamas10](https://github.com/bahamas10) (Dave Eddy) - Added CLI +* [ralphtheninja](https://github.com/ralphtheninja) (Lars-Magnus Skog) + +## Copyright & Licence + +*Copyright (c) 2012-2015 [Rod Vagg](https://github.com/rvagg) ([@rvagg](https://twitter.com/rvagg))* + +Made available under the MIT licence: + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is furnished +to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/node_modules/errno/build.js b/node_modules/errno/build.js new file mode 100644 index 00000000..fce89260 --- /dev/null +++ b/node_modules/errno/build.js @@ -0,0 +1,43 @@ +#!/usr/bin/env node + +var request = require('request') + , fs = require('fs') + + , uvheadloc = 'https://raw.github.com/joyent/libuv/master/include/uv.h' + , defreg = /^\s*XX\(\s*([\-\d]+),\s*([A-Z]+),\s*"([^"]*)"\s*\)\s*\\?$/ + + +request(uvheadloc, function (err, response) { + if (err) + throw err + + var data, out + + data = response.body + .split('\n') + .map(function (line) { return line.match(defreg) }) + .filter(function (match) { return match }) + .map(function (match) { return { + errno: parseInt(match[1], 10) + , code: match[2] + , description: match[3] + }}) + + out = 'var all = module.exports.all = ' + JSON.stringify(data, 0, 1) + '\n\n' + + out += '\nmodule.exports.errno = {\n ' + + data.map(function (e, i) { + return '\'' + e.errno + '\': all[' + i + ']' + }).join('\n , ') + + '\n}\n\n' + + out += '\nmodule.exports.code = {\n ' + + data.map(function (e, i) { + return '\'' + e.code + '\': all[' + i + ']' + }).join('\n , ') + + '\n}\n\n' + + out += '\nmodule.exports.custom = require("./custom")(module.exports)\n' + + fs.writeFile('errno.js', out) +}) \ No newline at end of file diff --git a/node_modules/errno/cli.js b/node_modules/errno/cli.js new file mode 100644 index 00000000..f841771b --- /dev/null +++ b/node_modules/errno/cli.js @@ -0,0 +1,20 @@ +#!/usr/bin/env node + +var errno = require('./') + , arg = process.argv[2] + , data, code + +if (arg === undefined) + return console.log(JSON.stringify(errno.code, null, 2)) + +if ((code = +arg) == arg) + data = errno.errno[code] +else + data = errno.code[arg] || errno.code[arg.toUpperCase()] + +if (data) + console.log(JSON.stringify(data, null, 2)) +else { + console.error('No such errno/code: "' + arg + '"') + process.exit(1) +} \ No newline at end of file diff --git a/node_modules/errno/custom.js b/node_modules/errno/custom.js new file mode 100644 index 00000000..7be16c1e --- /dev/null +++ b/node_modules/errno/custom.js @@ -0,0 +1,55 @@ +var prr = require('prr') + +function init (type, message, cause) { + prr(this, { + type : type + , name : type + // can be passed just a 'cause' + , cause : typeof message != 'string' ? message : cause + , message : !!message && typeof message != 'string' ? message.message : message + + }, 'ewr') +} + +// generic prototype, not intended to be actually used - helpful for `instanceof` +function CustomError (message, cause) { + Error.call(this) + if (Error.captureStackTrace) + Error.captureStackTrace(this, arguments.callee) + init.call(this, 'CustomError', message, cause) +} + +CustomError.prototype = new Error() + +function createError (errno, type, proto) { + var err = function (message, cause) { + init.call(this, type, message, cause) + //TODO: the specificity here is stupid, errno should be available everywhere + if (type == 'FilesystemError') { + this.code = this.cause.code + this.path = this.cause.path + this.errno = this.cause.errno + this.message = + (errno.errno[this.cause.errno] + ? errno.errno[this.cause.errno].description + : this.cause.message) + + (this.cause.path ? ' [' + this.cause.path + ']' : '') + } + Error.call(this) + if (Error.captureStackTrace) + Error.captureStackTrace(this, arguments.callee) + } + err.prototype = !!proto ? new proto() : new CustomError() + return err +} + +module.exports = function (errno) { + var ce = function (type, proto) { + return createError(errno, type, proto) + } + return { + CustomError : CustomError + , FilesystemError : ce('FilesystemError') + , createError : ce + } +} diff --git a/node_modules/errno/errno.js b/node_modules/errno/errno.js new file mode 100644 index 00000000..efb79d41 --- /dev/null +++ b/node_modules/errno/errno.js @@ -0,0 +1,313 @@ +var all = module.exports.all = [ + { + errno: -2, + code: 'ENOENT', + description: 'no such file or directory' + }, + { + errno: -1, + code: 'UNKNOWN', + description: 'unknown error' + }, + { + errno: 0, + code: 'OK', + description: 'success' + }, + { + errno: 1, + code: 'EOF', + description: 'end of file' + }, + { + errno: 2, + code: 'EADDRINFO', + description: 'getaddrinfo error' + }, + { + errno: 3, + code: 'EACCES', + description: 'permission denied' + }, + { + errno: 4, + code: 'EAGAIN', + description: 'resource temporarily unavailable' + }, + { + errno: 5, + code: 'EADDRINUSE', + description: 'address already in use' + }, + { + errno: 6, + code: 'EADDRNOTAVAIL', + description: 'address not available' + }, + { + errno: 7, + code: 'EAFNOSUPPORT', + description: 'address family not supported' + }, + { + errno: 8, + code: 'EALREADY', + description: 'connection already in progress' + }, + { + errno: 9, + code: 'EBADF', + description: 'bad file descriptor' + }, + { + errno: 10, + code: 'EBUSY', + description: 'resource busy or locked' + }, + { + errno: 11, + code: 'ECONNABORTED', + description: 'software caused connection abort' + }, + { + errno: 12, + code: 'ECONNREFUSED', + description: 'connection refused' + }, + { + errno: 13, + code: 'ECONNRESET', + description: 'connection reset by peer' + }, + { + errno: 14, + code: 'EDESTADDRREQ', + description: 'destination address required' + }, + { + errno: 15, + code: 'EFAULT', + description: 'bad address in system call argument' + }, + { + errno: 16, + code: 'EHOSTUNREACH', + description: 'host is unreachable' + }, + { + errno: 17, + code: 'EINTR', + description: 'interrupted system call' + }, + { + errno: 18, + code: 'EINVAL', + description: 'invalid argument' + }, + { + errno: 19, + code: 'EISCONN', + description: 'socket is already connected' + }, + { + errno: 20, + code: 'EMFILE', + description: 'too many open files' + }, + { + errno: 21, + code: 'EMSGSIZE', + description: 'message too long' + }, + { + errno: 22, + code: 'ENETDOWN', + description: 'network is down' + }, + { + errno: 23, + code: 'ENETUNREACH', + description: 'network is unreachable' + }, + { + errno: 24, + code: 'ENFILE', + description: 'file table overflow' + }, + { + errno: 25, + code: 'ENOBUFS', + description: 'no buffer space available' + }, + { + errno: 26, + code: 'ENOMEM', + description: 'not enough memory' + }, + { + errno: 27, + code: 'ENOTDIR', + description: 'not a directory' + }, + { + errno: 28, + code: 'EISDIR', + description: 'illegal operation on a directory' + }, + { + errno: 29, + code: 'ENONET', + description: 'machine is not on the network' + }, + { + errno: 31, + code: 'ENOTCONN', + description: 'socket is not connected' + }, + { + errno: 32, + code: 'ENOTSOCK', + description: 'socket operation on non-socket' + }, + { + errno: 33, + code: 'ENOTSUP', + description: 'operation not supported on socket' + }, + { + errno: 34, + code: 'ENOENT', + description: 'no such file or directory' + }, + { + errno: 35, + code: 'ENOSYS', + description: 'function not implemented' + }, + { + errno: 36, + code: 'EPIPE', + description: 'broken pipe' + }, + { + errno: 37, + code: 'EPROTO', + description: 'protocol error' + }, + { + errno: 38, + code: 'EPROTONOSUPPORT', + description: 'protocol not supported' + }, + { + errno: 39, + code: 'EPROTOTYPE', + description: 'protocol wrong type for socket' + }, + { + errno: 40, + code: 'ETIMEDOUT', + description: 'connection timed out' + }, + { + errno: 41, + code: 'ECHARSET', + description: 'invalid Unicode character' + }, + { + errno: 42, + code: 'EAIFAMNOSUPPORT', + description: 'address family for hostname not supported' + }, + { + errno: 44, + code: 'EAISERVICE', + description: 'servname not supported for ai_socktype' + }, + { + errno: 45, + code: 'EAISOCKTYPE', + description: 'ai_socktype not supported' + }, + { + errno: 46, + code: 'ESHUTDOWN', + description: 'cannot send after transport endpoint shutdown' + }, + { + errno: 47, + code: 'EEXIST', + description: 'file already exists' + }, + { + errno: 48, + code: 'ESRCH', + description: 'no such process' + }, + { + errno: 49, + code: 'ENAMETOOLONG', + description: 'name too long' + }, + { + errno: 50, + code: 'EPERM', + description: 'operation not permitted' + }, + { + errno: 51, + code: 'ELOOP', + description: 'too many symbolic links encountered' + }, + { + errno: 52, + code: 'EXDEV', + description: 'cross-device link not permitted' + }, + { + errno: 53, + code: 'ENOTEMPTY', + description: 'directory not empty' + }, + { + errno: 54, + code: 'ENOSPC', + description: 'no space left on device' + }, + { + errno: 55, + code: 'EIO', + description: 'i/o error' + }, + { + errno: 56, + code: 'EROFS', + description: 'read-only file system' + }, + { + errno: 57, + code: 'ENODEV', + description: 'no such device' + }, + { + errno: 58, + code: 'ESPIPE', + description: 'invalid seek' + }, + { + errno: 59, + code: 'ECANCELED', + description: 'operation canceled' + } +] + +module.exports.errno = {} +module.exports.code = {} + +all.forEach(function (error) { + module.exports.errno[error.errno] = error + module.exports.code[error.code] = error +}) + +module.exports.custom = require('./custom')(module.exports) +module.exports.create = module.exports.custom.createError diff --git a/node_modules/errno/package.json b/node_modules/errno/package.json new file mode 100644 index 00000000..d728d946 --- /dev/null +++ b/node_modules/errno/package.json @@ -0,0 +1,92 @@ +{ + "_args": [ + [ + { + "raw": "errno@^0.1.3", + "scope": null, + "escapedName": "errno", + "name": "errno", + "rawSpec": "^0.1.3", + "spec": ">=0.1.3 <0.2.0", + "type": "range" + }, + "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\memory-fs" + ] + ], + "_from": "errno@>=0.1.3 <0.2.0", + "_id": "errno@0.1.4", + "_inCache": true, + "_location": "/errno", + "_nodeVersion": "3.0.0", + "_npmUser": { + "name": "rvagg", + "email": "rod@vagg.org" + }, + "_npmVersion": "2.13.3", + "_phantomChildren": {}, + "_requested": { + "raw": "errno@^0.1.3", + "scope": null, + "escapedName": "errno", + "name": "errno", + "rawSpec": "^0.1.3", + "spec": ">=0.1.3 <0.2.0", + "type": "range" + }, + "_requiredBy": [ + "/memory-fs", + "/webpack-dev-middleware/memory-fs" + ], + "_resolved": "https://registry.npmjs.org/errno/-/errno-0.1.4.tgz", + "_shasum": "b896e23a9e5e8ba33871fc996abd3635fc9a1c7d", + "_shrinkwrap": null, + "_spec": "errno@^0.1.3", + "_where": "C:\\Users\\TDH\\Desktop\\CIS 700\\Project7-BioCrowds\\node_modules\\memory-fs", + "authors": [ + "Rod Vagg @rvaggsome html
'); + * + * @param {string|number|boolean|object|Buffer} body + * @public + */ + +res.send = function send(body) { + var chunk = body; + var encoding; + var len; + var req = this.req; + var type; + + // settings + var app = this.app; + + // allow status / body + if (arguments.length === 2) { + // res.send(body, status) backwards compat + if (typeof arguments[0] !== 'number' && typeof arguments[1] === 'number') { + deprecate('res.send(body, status): Use res.status(status).send(body) instead'); + this.statusCode = arguments[1]; + } else { + deprecate('res.send(status, body): Use res.status(status).send(body) instead'); + this.statusCode = arguments[0]; + chunk = arguments[1]; + } + } + + // disambiguate res.send(status) and res.send(status, num) + if (typeof chunk === 'number' && arguments.length === 1) { + // res.send(status) will set status message as text string + if (!this.get('Content-Type')) { + this.type('txt'); + } + + deprecate('res.send(status): Use res.sendStatus(status) instead'); + this.statusCode = chunk; + chunk = statuses[chunk] + } + + switch (typeof chunk) { + // string defaulting to html + case 'string': + if (!this.get('Content-Type')) { + this.type('html'); + } + break; + case 'boolean': + case 'number': + case 'object': + if (chunk === null) { + chunk = ''; + } else if (Buffer.isBuffer(chunk)) { + if (!this.get('Content-Type')) { + this.type('bin'); + } + } else { + return this.json(chunk); + } + break; + } + + // write strings in utf-8 + if (typeof chunk === 'string') { + encoding = 'utf8'; + type = this.get('Content-Type'); + + // reflect this in content-type + if (typeof type === 'string') { + this.set('Content-Type', setCharset(type, 'utf-8')); + } + } + + // populate Content-Length + if (chunk !== undefined) { + if (!Buffer.isBuffer(chunk)) { + // convert chunk to Buffer; saves later double conversions + chunk = new Buffer(chunk, encoding); + encoding = undefined; + } + + len = chunk.length; + this.set('Content-Length', len); + } + + // populate ETag + var etag; + var generateETag = len !== undefined && app.get('etag fn'); + if (typeof generateETag === 'function' && !this.get('ETag')) { + if ((etag = generateETag(chunk, encoding))) { + this.set('ETag', etag); + } + } + + // freshness + if (req.fresh) this.statusCode = 304; + + // strip irrelevant headers + if (204 === this.statusCode || 304 === this.statusCode) { + this.removeHeader('Content-Type'); + this.removeHeader('Content-Length'); + this.removeHeader('Transfer-Encoding'); + chunk = ''; + } + + if (req.method === 'HEAD') { + // skip body for HEAD + this.end(); + } else { + // respond + this.end(chunk, encoding); + } + + return this; +}; + +/** + * Send JSON response. + * + * Examples: + * + * res.json(null); + * res.json({ user: 'tj' }); + * + * @param {string|number|boolean|object} obj + * @public + */ + +res.json = function json(obj) { + var val = obj; + + // allow status / body + if (arguments.length === 2) { + // res.json(body, status) backwards compat + if (typeof arguments[1] === 'number') { + deprecate('res.json(obj, status): Use res.status(status).json(obj) instead'); + this.statusCode = arguments[1]; + } else { + deprecate('res.json(status, obj): Use res.status(status).json(obj) instead'); + this.statusCode = arguments[0]; + val = arguments[1]; + } + } + + // settings + var app = this.app; + var replacer = app.get('json replacer'); + var spaces = app.get('json spaces'); + var body = stringify(val, replacer, spaces); + + // content-type + if (!this.get('Content-Type')) { + this.set('Content-Type', 'application/json'); + } + + return this.send(body); +}; + +/** + * Send JSON response with JSONP callback support. + * + * Examples: + * + * res.jsonp(null); + * res.jsonp({ user: 'tj' }); + * + * @param {string|number|boolean|object} obj + * @public + */ + +res.jsonp = function jsonp(obj) { + var val = obj; + + // allow status / body + if (arguments.length === 2) { + // res.json(body, status) backwards compat + if (typeof arguments[1] === 'number') { + deprecate('res.jsonp(obj, status): Use res.status(status).json(obj) instead'); + this.statusCode = arguments[1]; + } else { + deprecate('res.jsonp(status, obj): Use res.status(status).jsonp(obj) instead'); + this.statusCode = arguments[0]; + val = arguments[1]; + } + } + + // settings + var app = this.app; + var replacer = app.get('json replacer'); + var spaces = app.get('json spaces'); + var body = stringify(val, replacer, spaces); + var callback = this.req.query[app.get('jsonp callback name')]; + + // content-type + if (!this.get('Content-Type')) { + this.set('X-Content-Type-Options', 'nosniff'); + this.set('Content-Type', 'application/json'); + } + + // fixup callback + if (Array.isArray(callback)) { + callback = callback[0]; + } + + // jsonp + if (typeof callback === 'string' && callback.length !== 0) { + this.charset = 'utf-8'; + this.set('X-Content-Type-Options', 'nosniff'); + this.set('Content-Type', 'text/javascript'); + + // restrict callback charset + callback = callback.replace(/[^\[\]\w$.]/g, ''); + + // replace chars not allowed in JavaScript that are in JSON + body = body + .replace(/\u2028/g, '\\u2028') + .replace(/\u2029/g, '\\u2029'); + + // the /**/ is a specific security mitigation for "Rosetta Flash JSONP abuse" + // the typeof check is just to reduce client error noise + body = '/**/ typeof ' + callback + ' === \'function\' && ' + callback + '(' + body + ');'; + } + + return this.send(body); +}; + +/** + * Send given HTTP status code. + * + * Sets the response status to `statusCode` and the body of the + * response to the standard description from node's http.STATUS_CODES + * or the statusCode number if no description. + * + * Examples: + * + * res.sendStatus(200); + * + * @param {number} statusCode + * @public + */ + +res.sendStatus = function sendStatus(statusCode) { + var body = statuses[statusCode] || String(statusCode) + + this.statusCode = statusCode; + this.type('txt'); + + return this.send(body); +}; + +/** + * Transfer the file at the given `path`. + * + * Automatically sets the _Content-Type_ response header field. + * The callback `callback(err)` is invoked when the transfer is complete + * or when an error occurs. Be sure to check `res.sentHeader` + * if you wish to attempt responding, as the header and some data + * may have already been transferred. + * + * Options: + * + * - `maxAge` defaulting to 0 (can be string converted by `ms`) + * - `root` root directory for relative filenames + * - `headers` object of headers to serve with file + * - `dotfiles` serve dotfiles, defaulting to false; can be `"allow"` to send them + * + * Other options are passed along to `send`. + * + * Examples: + * + * The following example illustrates how `res.sendFile()` may + * be used as an alternative for the `static()` middleware for + * dynamic situations. The code backing `res.sendFile()` is actually + * the same code, so HTTP cache support etc is identical. + * + * app.get('/user/:uid/photos/:file', function(req, res){ + * var uid = req.params.uid + * , file = req.params.file; + * + * req.user.mayViewFilesFrom(uid, function(yes){ + * if (yes) { + * res.sendFile('/uploads/' + uid + '/' + file); + * } else { + * res.send(403, 'Sorry! you cant see that.'); + * } + * }); + * }); + * + * @public + */ + +res.sendFile = function sendFile(path, options, callback) { + var done = callback; + var req = this.req; + var res = this; + var next = req.next; + var opts = options || {}; + + if (!path) { + throw new TypeError('path argument is required to res.sendFile'); + } + + // support function as second arg + if (typeof options === 'function') { + done = options; + opts = {}; + } + + if (!opts.root && !isAbsolute(path)) { + throw new TypeError('path must be absolute or specify root to res.sendFile'); + } + + // create file stream + var pathname = encodeURI(path); + var file = send(req, pathname, opts); + + // transfer + sendfile(res, file, opts, function (err) { + if (done) return done(err); + if (err && err.code === 'EISDIR') return next(); + + // next() all but write errors + if (err && err.code !== 'ECONNABORTED' && err.syscall !== 'write') { + next(err); + } + }); +}; + +/** + * Transfer the file at the given `path`. + * + * Automatically sets the _Content-Type_ response header field. + * The callback `callback(err)` is invoked when the transfer is complete + * or when an error occurs. Be sure to check `res.sentHeader` + * if you wish to attempt responding, as the header and some data + * may have already been transferred. + * + * Options: + * + * - `maxAge` defaulting to 0 (can be string converted by `ms`) + * - `root` root directory for relative filenames + * - `headers` object of headers to serve with file + * - `dotfiles` serve dotfiles, defaulting to false; can be `"allow"` to send them + * + * Other options are passed along to `send`. + * + * Examples: + * + * The following example illustrates how `res.sendfile()` may + * be used as an alternative for the `static()` middleware for + * dynamic situations. The code backing `res.sendfile()` is actually + * the same code, so HTTP cache support etc is identical. + * + * app.get('/user/:uid/photos/:file', function(req, res){ + * var uid = req.params.uid + * , file = req.params.file; + * + * req.user.mayViewFilesFrom(uid, function(yes){ + * if (yes) { + * res.sendfile('/uploads/' + uid + '/' + file); + * } else { + * res.send(403, 'Sorry! you cant see that.'); + * } + * }); + * }); + * + * @public + */ + +res.sendfile = function (path, options, callback) { + var done = callback; + var req = this.req; + var res = this; + var next = req.next; + var opts = options || {}; + + // support function as second arg + if (typeof options === 'function') { + done = options; + opts = {}; + } + + // create file stream + var file = send(req, path, opts); + + // transfer + sendfile(res, file, opts, function (err) { + if (done) return done(err); + if (err && err.code === 'EISDIR') return next(); + + // next() all but write errors + if (err && err.code !== 'ECONNABORT' && err.syscall !== 'write') { + next(err); + } + }); +}; + +res.sendfile = deprecate.function(res.sendfile, + 'res.sendfile: Use res.sendFile instead'); + +/** + * Transfer the file at the given `path` as an attachment. + * + * Optionally providing an alternate attachment `filename`, + * and optional callback `callback(err)`. The callback is invoked + * when the data transfer is complete, or when an error has + * ocurred. Be sure to check `res.headersSent` if you plan to respond. + * + * This method uses `res.sendfile()`. + * + * @public + */ + +res.download = function download(path, filename, callback) { + var done = callback; + var name = filename; + + // support function as second arg + if (typeof filename === 'function') { + done = filename; + name = null; + } + + // set Content-Disposition when file is sent + var headers = { + 'Content-Disposition': contentDisposition(name || path) + }; + + // Resolve the full path for sendFile + var fullPath = resolve(path); + + return this.sendFile(fullPath, { headers: headers }, done); +}; + +/** + * Set _Content-Type_ response header with `type` through `mime.lookup()` + * when it does not contain "/", or set the Content-Type to `type` otherwise. + * + * Examples: + * + * res.type('.html'); + * res.type('html'); + * res.type('json'); + * res.type('application/json'); + * res.type('png'); + * + * @param {String} type + * @return {ServerResponse} for chaining + * @public + */ + +res.contentType = +res.type = function contentType(type) { + var ct = type.indexOf('/') === -1 + ? mime.lookup(type) + : type; + + return this.set('Content-Type', ct); +}; + +/** + * Respond to the Acceptable formats using an `obj` + * of mime-type callbacks. + * + * This method uses `req.accepted`, an array of + * acceptable types ordered by their quality values. + * When "Accept" is not present the _first_ callback + * is invoked, otherwise the first match is used. When + * no match is performed the server responds with + * 406 "Not Acceptable". + * + * Content-Type is set for you, however if you choose + * you may alter this within the callback using `res.type()` + * or `res.set('Content-Type', ...)`. + * + * res.format({ + * 'text/plain': function(){ + * res.send('hey'); + * }, + * + * 'text/html': function(){ + * res.send('hey
'); + * }, + * + * 'appliation/json': function(){ + * res.send({ message: 'hey' }); + * } + * }); + * + * In addition to canonicalized MIME types you may + * also use extnames mapped to these types: + * + * res.format({ + * text: function(){ + * res.send('hey'); + * }, + * + * html: function(){ + * res.send('hey
'); + * }, + * + * json: function(){ + * res.send({ message: 'hey' }); + * } + * }); + * + * By default Express passes an `Error` + * with a `.status` of 406 to `next(err)` + * if a match is not made. If you provide + * a `.default` callback it will be invoked + * instead. + * + * @param {Object} obj + * @return {ServerResponse} for chaining + * @public + */ + +res.format = function(obj){ + var req = this.req; + var next = req.next; + + var fn = obj.default; + if (fn) delete obj.default; + var keys = Object.keys(obj); + + var key = keys.length > 0 + ? req.accepts(keys) + : false; + + this.vary("Accept"); + + if (key) { + this.set('Content-Type', normalizeType(key).value); + obj[key](req, this, next); + } else if (fn) { + fn(); + } else { + var err = new Error('Not Acceptable'); + err.status = err.statusCode = 406; + err.types = normalizeTypes(keys).map(function(o){ return o.value }); + next(err); + } + + return this; +}; + +/** + * Set _Content-Disposition_ header to _attachment_ with optional `filename`. + * + * @param {String} filename + * @return {ServerResponse} + * @public + */ + +res.attachment = function attachment(filename) { + if (filename) { + this.type(extname(filename)); + } + + this.set('Content-Disposition', contentDisposition(filename)); + + return this; +}; + +/** + * Append additional header `field` with value `val`. + * + * Example: + * + * res.append('Link', ['' + statuses[status] + '. Redirecting to ' + u + '
' + }, + + default: function(){ + body = ''; + } + }); + + // Respond + this.statusCode = status; + this.set('Content-Length', Buffer.byteLength(body)); + + if (this.req.method === 'HEAD') { + this.end(); + } else { + this.end(body); + } +}; + +/** + * Add `field` to Vary. If already present in the Vary set, then + * this call is simply ignored. + * + * @param {Array|String} field + * @return {ServerResponse} for chaining + * @public + */ + +res.vary = function(field){ + // checks for back-compat + if (!field || (Array.isArray(field) && !field.length)) { + deprecate('res.vary(): Provide a field name'); + return this; + } + + vary(this, field); + + return this; +}; + +/** + * Render `view` with the given `options` and optional callback `fn`. + * When a callback function is given a response will _not_ be made + * automatically, otherwise a response of _200_ and _text/html_ is given. + * + * Options: + * + * - `cache` boolean hinting to the engine it should cache + * - `filename` filename of the view being rendered + * + * @public + */ + +res.render = function render(view, options, callback) { + var app = this.req.app; + var done = callback; + var opts = options || {}; + var req = this.req; + var self = this; + + // support callback function as second arg + if (typeof options === 'function') { + done = options; + opts = {}; + } + + // merge res.locals + opts._locals = self.locals; + + // default callback to respond + done = done || function (err, str) { + if (err) return req.next(err); + self.send(str); + }; + + // render + app.render(view, opts, done); +}; + +// pipe the send file stream +function sendfile(res, file, options, callback) { + var done = false; + var streaming; + + // request aborted + function onaborted() { + if (done) return; + done = true; + + var err = new Error('Request aborted'); + err.code = 'ECONNABORTED'; + callback(err); + } + + // directory + function ondirectory() { + if (done) return; + done = true; + + var err = new Error('EISDIR, read'); + err.code = 'EISDIR'; + callback(err); + } + + // errors + function onerror(err) { + if (done) return; + done = true; + callback(err); + } + + // ended + function onend() { + if (done) return; + done = true; + callback(); + } + + // file + function onfile() { + streaming = false; + } + + // finished + function onfinish(err) { + if (err && err.code === 'ECONNRESET') return onaborted(); + if (err) return onerror(err); + if (done) return; + + setImmediate(function () { + if (streaming !== false && !done) { + onaborted(); + return; + } + + if (done) return; + done = true; + callback(); + }); + } + + // streaming + function onstream() { + streaming = true; + } + + file.on('directory', ondirectory); + file.on('end', onend); + file.on('error', onerror); + file.on('file', onfile); + file.on('stream', onstream); + onFinished(res, onfinish); + + if (options.headers) { + // set headers on successful transfer + file.on('headers', function headers(res) { + var obj = options.headers; + var keys = Object.keys(obj); + + for (var i = 0; i < keys.length; i++) { + var k = keys[i]; + res.setHeader(k, obj[k]); + } + }); + } + + // pipe + file.pipe(res); +} + +/** + * Stringify JSON, like JSON.stringify, but v8 optimized. + * @private + */ + +function stringify(value, replacer, spaces) { + // v8 checks arguments.length for optimizing simple call + // https://bugs.chromium.org/p/v8/issues/detail?id=4730 + return replacer || spaces + ? JSON.stringify(value, replacer, spaces) + : JSON.stringify(value); +} diff --git a/node_modules/express/lib/router/index.js b/node_modules/express/lib/router/index.js new file mode 100644 index 00000000..51db4c28 --- /dev/null +++ b/node_modules/express/lib/router/index.js @@ -0,0 +1,662 @@ +/*! + * express + * Copyright(c) 2009-2013 TJ Holowaychuk + * Copyright(c) 2013 Roman Shtylman + * Copyright(c) 2014-2015 Douglas Christopher Wilson + * MIT Licensed + */ + +'use strict'; + +/** + * Module dependencies. + * @private + */ + +var Route = require('./route'); +var Layer = require('./layer'); +var methods = require('methods'); +var mixin = require('utils-merge'); +var debug = require('debug')('express:router'); +var deprecate = require('depd')('express'); +var flatten = require('array-flatten'); +var parseUrl = require('parseurl'); +var setPrototypeOf = require('setprototypeof') + +/** + * Module variables. + * @private + */ + +var objectRegExp = /^\[object (\S+)\]$/; +var slice = Array.prototype.slice; +var toString = Object.prototype.toString; + +/** + * Initialize a new `Router` with the given `options`. + * + * @param {Object} options + * @return {Router} which is an callable function + * @public + */ + +var proto = module.exports = function(options) { + var opts = options || {}; + + function router(req, res, next) { + router.handle(req, res, next); + } + + // mixin Router class functions + setPrototypeOf(router, proto) + + router.params = {}; + router._params = []; + router.caseSensitive = opts.caseSensitive; + router.mergeParams = opts.mergeParams; + router.strict = opts.strict; + router.stack = []; + + return router; +}; + +/** + * Map the given param placeholder `name`(s) to the given callback. + * + * Parameter mapping is used to provide pre-conditions to routes + * which use normalized placeholders. For example a _:user_id_ parameter + * could automatically load a user's information from the database without + * any additional code, + * + * The callback uses the same signature as middleware, the only difference + * being that the value of the placeholder is passed, in this case the _id_ + * of the user. Once the `next()` function is invoked, just like middleware + * it will continue on to execute the route, or subsequent parameter functions. + * + * Just like in middleware, you must either respond to the request or call next + * to avoid stalling the request. + * + * app.param('user_id', function(req, res, next, id){ + * User.find(id, function(err, user){ + * if (err) { + * return next(err); + * } else if (!user) { + * return next(new Error('failed to load user')); + * } + * req.user = user; + * next(); + * }); + * }); + * + * @param {String} name + * @param {Function} fn + * @return {app} for chaining + * @public + */ + +proto.param = function param(name, fn) { + // param logic + if (typeof name === 'function') { + deprecate('router.param(fn): Refactor to use path params'); + this._params.push(name); + return; + } + + // apply param functions + var params = this._params; + var len = params.length; + var ret; + + if (name[0] === ':') { + deprecate('router.param(' + JSON.stringify(name) + ', fn): Use router.param(' + JSON.stringify(name.substr(1)) + ', fn) instead'); + name = name.substr(1); + } + + for (var i = 0; i < len; ++i) { + if (ret = params[i](name, fn)) { + fn = ret; + } + } + + // ensure we end up with a + // middleware function + if ('function' !== typeof fn) { + throw new Error('invalid param() call for ' + name + ', got ' + fn); + } + + (this.params[name] = this.params[name] || []).push(fn); + return this; +}; + +/** + * Dispatch a req, res into the router. + * @private + */ + +proto.handle = function handle(req, res, out) { + var self = this; + + debug('dispatching %s %s', req.method, req.url); + + var idx = 0; + var protohost = getProtohost(req.url) || '' + var removed = ''; + var slashAdded = false; + var paramcalled = {}; + + // store options for OPTIONS request + // only used if OPTIONS request + var options = []; + + // middleware and routes + var stack = self.stack; + + // manage inter-router variables + var parentParams = req.params; + var parentUrl = req.baseUrl || ''; + var done = restore(out, req, 'baseUrl', 'next', 'params'); + + // setup next layer + req.next = next; + + // for options requests, respond with a default if nothing else responds + if (req.method === 'OPTIONS') { + done = wrap(done, function(old, err) { + if (err || options.length === 0) return old(err); + sendOptionsResponse(res, options, old); + }); + } + + // setup basic req values + req.baseUrl = parentUrl; + req.originalUrl = req.originalUrl || req.url; + + next(); + + function next(err) { + var layerError = err === 'route' + ? null + : err; + + // remove added slash + if (slashAdded) { + req.url = req.url.substr(1); + slashAdded = false; + } + + // restore altered req.url + if (removed.length !== 0) { + req.baseUrl = parentUrl; + req.url = protohost + removed + req.url.substr(protohost.length); + removed = ''; + } + + // signal to exit router + if (layerError === 'router') { + setImmediate(done, null) + return + } + + // no more matching layers + if (idx >= stack.length) { + setImmediate(done, layerError); + return; + } + + // get pathname of request + var path = getPathname(req); + + if (path == null) { + return done(layerError); + } + + // find next matching layer + var layer; + var match; + var route; + + while (match !== true && idx < stack.length) { + layer = stack[idx++]; + match = matchLayer(layer, path); + route = layer.route; + + if (typeof match !== 'boolean') { + // hold on to layerError + layerError = layerError || match; + } + + if (match !== true) { + continue; + } + + if (!route) { + // process non-route handlers normally + continue; + } + + if (layerError) { + // routes do not match with a pending error + match = false; + continue; + } + + var method = req.method; + var has_method = route._handles_method(method); + + // build up automatic options response + if (!has_method && method === 'OPTIONS') { + appendMethods(options, route._options()); + } + + // don't even bother matching route + if (!has_method && method !== 'HEAD') { + match = false; + continue; + } + } + + // no match + if (match !== true) { + return done(layerError); + } + + // store route for dispatch on change + if (route) { + req.route = route; + } + + // Capture one-time layer values + req.params = self.mergeParams + ? mergeParams(layer.params, parentParams) + : layer.params; + var layerPath = layer.path; + + // this should be done for the layer + self.process_params(layer, paramcalled, req, res, function (err) { + if (err) { + return next(layerError || err); + } + + if (route) { + return layer.handle_request(req, res, next); + } + + trim_prefix(layer, layerError, layerPath, path); + }); + } + + function trim_prefix(layer, layerError, layerPath, path) { + if (layerPath.length !== 0) { + // Validate path breaks on a path separator + var c = path[layerPath.length] + if (c && c !== '/' && c !== '.') return next(layerError) + + // Trim off the part of the url that matches the route + // middleware (.use stuff) needs to have the path stripped + debug('trim prefix (%s) from url %s', layerPath, req.url); + removed = layerPath; + req.url = protohost + req.url.substr(protohost.length + removed.length); + + // Ensure leading slash + if (!protohost && req.url[0] !== '/') { + req.url = '/' + req.url; + slashAdded = true; + } + + // Setup base URL (no trailing slash) + req.baseUrl = parentUrl + (removed[removed.length - 1] === '/' + ? removed.substring(0, removed.length - 1) + : removed); + } + + debug('%s %s : %s', layer.name, layerPath, req.originalUrl); + + if (layerError) { + layer.handle_error(layerError, req, res, next); + } else { + layer.handle_request(req, res, next); + } + } +}; + +/** + * Process any parameters for the layer. + * @private + */ + +proto.process_params = function process_params(layer, called, req, res, done) { + var params = this.params; + + // captured parameters from the layer, keys and values + var keys = layer.keys; + + // fast track + if (!keys || keys.length === 0) { + return done(); + } + + var i = 0; + var name; + var paramIndex = 0; + var key; + var paramVal; + var paramCallbacks; + var paramCalled; + + // process params in order + // param callbacks can be async + function param(err) { + if (err) { + return done(err); + } + + if (i >= keys.length ) { + return done(); + } + + paramIndex = 0; + key = keys[i++]; + name = key.name; + paramVal = req.params[name]; + paramCallbacks = params[name]; + paramCalled = called[name]; + + if (paramVal === undefined || !paramCallbacks) { + return param(); + } + + // param previously called with same value or error occurred + if (paramCalled && (paramCalled.match === paramVal + || (paramCalled.error && paramCalled.error !== 'route'))) { + // restore value + req.params[name] = paramCalled.value; + + // next param + return param(paramCalled.error); + } + + called[name] = paramCalled = { + error: null, + match: paramVal, + value: paramVal + }; + + paramCallback(); + } + + // single param callbacks + function paramCallback(err) { + var fn = paramCallbacks[paramIndex++]; + + // store updated value + paramCalled.value = req.params[key.name]; + + if (err) { + // store error + paramCalled.error = err; + param(err); + return; + } + + if (!fn) return param(); + + try { + fn(req, res, paramCallback, paramVal, key.name); + } catch (e) { + paramCallback(e); + } + } + + param(); +}; + +/** + * Use the given middleware function, with optional path, defaulting to "/". + * + * Use (like `.all`) will run for any http METHOD, but it will not add + * handlers for those methods so OPTIONS requests will not consider `.use` + * functions even if they could respond. + * + * The other difference is that _route_ path is stripped and not visible + * to the handler function. The main effect of this feature is that mounted + * handlers can operate without any code changes regardless of the "prefix" + * pathname. + * + * @public + */ + +proto.use = function use(fn) { + var offset = 0; + var path = '/'; + + // default path to '/' + // disambiguate router.use([fn]) + if (typeof fn !== 'function') { + var arg = fn; + + while (Array.isArray(arg) && arg.length !== 0) { + arg = arg[0]; + } + + // first arg is the path + if (typeof arg !== 'function') { + offset = 1; + path = fn; + } + } + + var callbacks = flatten(slice.call(arguments, offset)); + + if (callbacks.length === 0) { + throw new TypeError('Router.use() requires middleware functions'); + } + + for (var i = 0; i < callbacks.length; i++) { + var fn = callbacks[i]; + + if (typeof fn !== 'function') { + throw new TypeError('Router.use() requires middleware function but got a ' + gettype(fn)); + } + + // add the middleware + debug('use %o %s', path, fn.name || '' + body + '\n' + + '\n' +} + +/** + * Module exports. + * @public + */ + +module.exports = finalhandler + +/** + * Create a function to handle the final response. + * + * @param {Request} req + * @param {Response} res + * @param {Object} [options] + * @return {Function} + * @public + */ + +function finalhandler (req, res, options) { + var opts = options || {} + + // get environment + var env = opts.env || process.env.NODE_ENV || 'development' + + // get error callback + var onerror = opts.onerror + + return function (err) { + var headers + var msg + var status + + // ignore 404 on in-flight response + if (!err && res._header) { + debug('cannot 404 after headers sent') + return + } + + // unhandled error + if (err) { + // respect status code from error + status = getErrorStatusCode(err) + + // respect headers from error + if (status !== undefined) { + headers = getErrorHeaders(err) + } + + // fallback to status code on response + if (status === undefined) { + status = getResponseStatusCode(res) + } + + // get error message + msg = getErrorMessage(err, status, env) + } else { + // not found + status = 404 + msg = 'Cannot ' + req.method + ' ' + encodeUrl(parseUrl.original(req).pathname) + } + + debug('default %s', status) + + // schedule onerror callback + if (err && onerror) { + defer(onerror, err, req, res) + } + + // cannot actually respond + if (res._header) { + debug('cannot %d after headers sent', status) + req.socket.destroy() + return + } + + // send response + send(req, res, status, headers, msg) + } +} + +/** + * Get headers from Error object. + * + * @param {Error} err + * @return {object} + * @private + */ + +function getErrorHeaders (err) { + if (!err.headers || typeof err.headers !== 'object') { + return undefined + } + + var headers = Object.create(null) + var keys = Object.keys(err.headers) + + for (var i = 0; i < keys.length; i++) { + var key = keys[i] + headers[key] = err.headers[key] + } + + return headers +} + +/** + * Get message from Error object, fallback to status message. + * + * @param {Error} err + * @param {number} status + * @param {string} env + * @return {string} + * @private + */ + +function getErrorMessage (err, status, env) { + var msg + + if (env !== 'production') { + // use err.stack, which typically includes err.message + msg = err.stack + + // fallback to err.toString() when possible + if (!msg && typeof err.toString === 'function') { + msg = err.toString() + } + } + + return msg || statuses[status] +} + +/** + * Get status code from Error object. + * + * @param {Error} err + * @return {number} + * @private + */ + +function getErrorStatusCode (err) { + // check err.status + if (typeof err.status === 'number' && err.status >= 400 && err.status < 600) { + return err.status + } + + // check err.statusCode + if (typeof err.statusCode === 'number' && err.statusCode >= 400 && err.statusCode < 600) { + return err.statusCode + } + + return undefined +} + +/** + * Get status code from response. + * + * @param {OutgoingMessage} res + * @return {number} + * @private + */ + +function getResponseStatusCode (res) { + var status = res.statusCode + + // default status code to 500 if outside valid range + if (typeof status !== 'number' || status < 400 || status > 599) { + status = 500 + } + + return status +} + +/** + * Send response. + * + * @param {IncomingMessage} req + * @param {OutgoingMessage} res + * @param {number} status + * @param {object} headers + * @param {string} message + * @private + */ + +function send (req, res, status, headers, message) { + function write () { + // response body + var body = createHtmlDocument(message) + + // response status + res.statusCode = status + res.statusMessage = statuses[status] + + // response headers + setHeaders(res, headers) + + // security headers + res.setHeader('Content-Security-Policy', "default-src 'self'") + res.setHeader('X-Content-Type-Options', 'nosniff') + + // standard headers + res.setHeader('Content-Type', 'text/html; charset=utf-8') + res.setHeader('Content-Length', Buffer.byteLength(body, 'utf8')) + + if (req.method === 'HEAD') { + res.end() + return + } + + res.end(body, 'utf8') + } + + if (isFinished(req)) { + write() + return + } + + // unpipe everything from the request + unpipe(req) + + // flush the request + onFinished(req, write) + req.resume() +} + +/** + * Set response headers from an object. + * + * @param {OutgoingMessage} res + * @param {object} headers + * @private + */ + +function setHeaders (res, headers) { + if (!headers) { + return + } + + var keys = Object.keys(headers) + for (var i = 0; i < keys.length; i++) { + var key = keys[i] + res.setHeader(key, headers[key]) + } +} diff --git a/node_modules/finalhandler/node_modules/debug/.coveralls.yml b/node_modules/finalhandler/node_modules/debug/.coveralls.yml new file mode 100644 index 00000000..20a70685 --- /dev/null +++ b/node_modules/finalhandler/node_modules/debug/.coveralls.yml @@ -0,0 +1 @@ +repo_token: SIAeZjKYlHK74rbcFvNHMUzjRiMpflxve diff --git a/node_modules/finalhandler/node_modules/debug/.eslintrc b/node_modules/finalhandler/node_modules/debug/.eslintrc new file mode 100644 index 00000000..8a37ae2c --- /dev/null +++ b/node_modules/finalhandler/node_modules/debug/.eslintrc @@ -0,0 +1,11 @@ +{ + "env": { + "browser": true, + "node": true + }, + "rules": { + "no-console": 0, + "no-empty": [1, { "allowEmptyCatch": true }] + }, + "extends": "eslint:recommended" +} diff --git a/node_modules/finalhandler/node_modules/debug/.npmignore b/node_modules/finalhandler/node_modules/debug/.npmignore new file mode 100644 index 00000000..db2fbb9d --- /dev/null +++ b/node_modules/finalhandler/node_modules/debug/.npmignore @@ -0,0 +1,8 @@ +support +test +examples +example +*.sock +dist +yarn.lock +coverage diff --git a/node_modules/finalhandler/node_modules/debug/.travis.yml b/node_modules/finalhandler/node_modules/debug/.travis.yml new file mode 100644 index 00000000..6c6090c3 --- /dev/null +++ b/node_modules/finalhandler/node_modules/debug/.travis.yml @@ -0,0 +1,14 @@ + +language: node_js +node_js: + - "6" + - "5" + - "4" + +install: + - make node_modules + +script: + - make lint + - make test + - make coveralls diff --git a/node_modules/finalhandler/node_modules/debug/CHANGELOG.md b/node_modules/finalhandler/node_modules/debug/CHANGELOG.md new file mode 100644 index 00000000..99abf97f --- /dev/null +++ b/node_modules/finalhandler/node_modules/debug/CHANGELOG.md @@ -0,0 +1,316 @@ +2.6.1 / 2017-02-10 +================== + + * Fix: Module's `export default` syntax fix for IE8 `Expected identifier` error + * Fix: Whitelist DEBUG_FD for values 1 and 2 only (#415, @pi0) + * Fix: IE8 "Expected identifier" error (#414, @vgoma) + * Fix: Namespaces would not disable once enabled (#409, @musikov) + +2.6.0 / 2016-12-28 +================== + + * Fix: added better null pointer checks for browser useColors (@thebigredgeek) + * Improvement: removed explicit `window.debug` export (#404, @tootallnate) + * Improvement: deprecated `DEBUG_FD` environment variable (#405, @tootallnate) + +2.5.2 / 2016-12-25 +================== + + * Fix: reference error on window within webworkers (#393, @KlausTrainer) + * Docs: fixed README typo (#391, @lurch) + * Docs: added notice about v3 api discussion (@thebigredgeek) + +2.5.1 / 2016-12-20 +================== + + * Fix: babel-core compatibility + +2.5.0 / 2016-12-20 +================== + + * Fix: wrong reference in bower file (@thebigredgeek) + * Fix: webworker compatibility (@thebigredgeek) + * Fix: output formatting issue (#388, @kribblo) + * Fix: babel-loader compatibility (#383, @escwald) + * Misc: removed built asset from repo and publications (@thebigredgeek) + * Misc: moved source files to /src (#378, @yamikuronue) + * Test: added karma integration and replaced babel with browserify for browser tests (#378, @yamikuronue) + * Test: coveralls integration (#378, @yamikuronue) + * Docs: simplified language in the opening paragraph (#373, @yamikuronue) + +2.4.5 / 2016-12-17 +================== + + * Fix: `navigator` undefined in Rhino (#376, @jochenberger) + * Fix: custom log function (#379, @hsiliev) + * Improvement: bit of cleanup + linting fixes (@thebigredgeek) + * Improvement: rm non-maintainted `dist/` dir (#375, @freewil) + * Docs: simplified language in the opening paragraph. (#373, @yamikuronue) + +2.4.4 / 2016-12-14 +================== + + * Fix: work around debug being loaded in preload scripts for electron (#368, @paulcbetts) + +2.4.3 / 2016-12-14 +================== + + * Fix: navigation.userAgent error for react native (#364, @escwald) + +2.4.2 / 2016-12-14 +================== + + * Fix: browser colors (#367, @tootallnate) + * Misc: travis ci integration (@thebigredgeek) + * Misc: added linting and testing boilerplate with sanity check (@thebigredgeek) + +2.4.1 / 2016-12-13 +================== + + * Fix: typo that broke the package (#356) + +2.4.0 / 2016-12-13 +================== + + * Fix: bower.json references unbuilt src entry point (#342, @justmatt) + * Fix: revert "handle regex special characters" (@tootallnate) + * Feature: configurable util.inspect()`options for NodeJS (#327, @tootallnate) + * Feature: %O`(big O) pretty-prints objects (#322, @tootallnate) + * Improvement: allow colors in workers (#335, @botverse) + * Improvement: use same color for same namespace. (#338, @lchenay) + +2.3.3 / 2016-11-09 +================== + + * Fix: Catch `JSON.stringify()` errors (#195, Jovan Alleyne) + * Fix: Returning `localStorage` saved values (#331, Levi Thomason) + * Improvement: Don't create an empty object when no `process` (Nathan Rajlich) + +2.3.2 / 2016-11-09 +================== + + * Fix: be super-safe in index.js as well (@TooTallNate) + * Fix: should check whether process exists (Tom Newby) + +2.3.1 / 2016-11-09 +================== + + * Fix: Added electron compatibility (#324, @paulcbetts) + * Improvement: Added performance optimizations (@tootallnate) + * Readme: Corrected PowerShell environment variable example (#252, @gimre) + * Misc: Removed yarn lock file from source control (#321, @fengmk2) + +2.3.0 / 2016-11-07 +================== + + * Fix: Consistent placement of ms diff at end of output (#215, @gorangajic) + * Fix: Escaping of regex special characters in namespace strings (#250, @zacronos) + * Fix: Fixed bug causing crash on react-native (#282, @vkarpov15) + * Feature: Enabled ES6+ compatible import via default export (#212 @bucaran) + * Feature: Added %O formatter to reflect Chrome's console.log capability (#279, @oncletom) + * Package: Update "ms" to 0.7.2 (#315, @DevSide) + * Package: removed superfluous version property from bower.json (#207 @kkirsche) + * Readme: fix USE_COLORS to DEBUG_COLORS + * Readme: Doc fixes for format string sugar (#269, @mlucool) + * Readme: Updated docs for DEBUG_FD and DEBUG_COLORS environment variables (#232, @mattlyons0) + * Readme: doc fixes for PowerShell (#271 #243, @exoticknight @unreadable) + * Readme: better docs for browser support (#224, @matthewmueller) + * Tooling: Added yarn integration for development (#317, @thebigredgeek) + * Misc: Renamed History.md to CHANGELOG.md (@thebigredgeek) + * Misc: Added license file (#226 #274, @CantemoInternal @sdaitzman) + * Misc: Updated contributors (@thebigredgeek) + +2.2.0 / 2015-05-09 +================== + + * package: update "ms" to v0.7.1 (#202, @dougwilson) + * README: add logging to file example (#193, @DanielOchoa) + * README: fixed a typo (#191, @amir-s) + * browser: expose `storage` (#190, @stephenmathieson) + * Makefile: add a `distclean` target (#189, @stephenmathieson) + +2.1.3 / 2015-03-13 +================== + + * Updated stdout/stderr example (#186) + * Updated example/stdout.js to match debug current behaviour + * Renamed example/stderr.js to stdout.js + * Update Readme.md (#184) + * replace high intensity foreground color for bold (#182, #183) + +2.1.2 / 2015-03-01 +================== + + * dist: recompile + * update "ms" to v0.7.0 + * package: update "browserify" to v9.0.3 + * component: fix "ms.js" repo location + * changed bower package name + * updated documentation about using debug in a browser + * fix: security error on safari (#167, #168, @yields) + +2.1.1 / 2014-12-29 +================== + + * browser: use `typeof` to check for `console` existence + * browser: check for `console.log` truthiness (fix IE 8/9) + * browser: add support for Chrome apps + * Readme: added Windows usage remarks + * Add `bower.json` to properly support bower install + +2.1.0 / 2014-10-15 +================== + + * node: implement `DEBUG_FD` env variable support + * package: update "browserify" to v6.1.0 + * package: add "license" field to package.json (#135, @panuhorsmalahti) + +2.0.0 / 2014-09-01 +================== + + * package: update "browserify" to v5.11.0 + * node: use stderr rather than stdout for logging (#29, @stephenmathieson) + +1.0.4 / 2014-07-15 +================== + + * dist: recompile + * example: remove `console.info()` log usage + * example: add "Content-Type" UTF-8 header to browser example + * browser: place %c marker after the space character + * browser: reset the "content" color via `color: inherit` + * browser: add colors support for Firefox >= v31 + * debug: prefer an instance `log()` function over the global one (#119) + * Readme: update documentation about styled console logs for FF v31 (#116, @wryk) + +1.0.3 / 2014-07-09 +================== + + * Add support for multiple wildcards in namespaces (#122, @seegno) + * browser: fix lint + +1.0.2 / 2014-06-10 +================== + + * browser: update color palette (#113, @gscottolson) + * common: make console logging function configurable (#108, @timoxley) + * node: fix %o colors on old node <= 0.8.x + * Makefile: find node path using shell/which (#109, @timoxley) + +1.0.1 / 2014-06-06 +================== + + * browser: use `removeItem()` to clear localStorage + * browser, node: don't set DEBUG if namespaces is undefined (#107, @leedm777) + * package: add "contributors" section + * node: fix comment typo + * README: list authors + +1.0.0 / 2014-06-04 +================== + + * make ms diff be global, not be scope + * debug: ignore empty strings in enable() + * node: make DEBUG_COLORS able to disable coloring + * *: export the `colors` array + * npmignore: don't publish the `dist` dir + * Makefile: refactor to use browserify + * package: add "browserify" as a dev dependency + * Readme: add Web Inspector Colors section + * node: reset terminal color for the debug content + * node: map "%o" to `util.inspect()` + * browser: map "%j" to `JSON.stringify()` + * debug: add custom "formatters" + * debug: use "ms" module for humanizing the diff + * Readme: add "bash" syntax highlighting + * browser: add Firebug color support + * browser: add colors for WebKit browsers + * node: apply log to `console` + * rewrite: abstract common logic for Node & browsers + * add .jshintrc file + +0.8.1 / 2014-04-14 +================== + + * package: re-add the "component" section + +0.8.0 / 2014-03-30 +================== + + * add `enable()` method for nodejs. Closes #27 + * change from stderr to stdout + * remove unnecessary index.js file + +0.7.4 / 2013-11-13 +================== + + * remove "browserify" key from package.json (fixes something in browserify) + +0.7.3 / 2013-10-30 +================== + + * fix: catch localStorage security error when cookies are blocked (Chrome) + * add debug(err) support. Closes #46 + * add .browser prop to package.json. Closes #42 + +0.7.2 / 2013-02-06 +================== + + * fix package.json + * fix: Mobile Safari (private mode) is broken with debug + * fix: Use unicode to send escape character to shell instead of octal to work with strict mode javascript + +0.7.1 / 2013-02-05 +================== + + * add repository URL to package.json + * add DEBUG_COLORED to force colored output + * add browserify support + * fix component. Closes #24 + +0.7.0 / 2012-05-04 +================== + + * Added .component to package.json + * Added debug.component.js build + +0.6.0 / 2012-03-16 +================== + + * Added support for "-" prefix in DEBUG [Vinay Pulim] + * Added `.enabled` flag to the node version [TooTallNate] + +0.5.0 / 2012-02-02 +================== + + * Added: humanize diffs. Closes #8 + * Added `debug.disable()` to the CS variant + * Removed padding. Closes #10 + * Fixed: persist client-side variant again. Closes #9 + +0.4.0 / 2012-02-01 +================== + + * Added browser variant support for older browsers [TooTallNate] + * Added `debug.enable('project:*')` to browser variant [TooTallNate] + * Added padding to diff (moved it to the right) + +0.3.0 / 2012-01-26 +================== + + * Added millisecond diff when isatty, otherwise UTC string + +0.2.0 / 2012-01-22 +================== + + * Added wildcard support + +0.1.0 / 2011-12-02 +================== + + * Added: remove colors unless stderr isatty [TooTallNate] + +0.0.1 / 2010-01-03 +================== + + * Initial release diff --git a/node_modules/finalhandler/node_modules/debug/LICENSE b/node_modules/finalhandler/node_modules/debug/LICENSE new file mode 100644 index 00000000..658c933d --- /dev/null +++ b/node_modules/finalhandler/node_modules/debug/LICENSE @@ -0,0 +1,19 @@ +(The MIT License) + +Copyright (c) 2014 TJ Holowaychuk
+ * [a, c, tx, + * b, d, ty] + *+ * This is a short form for the 3x3 matrix: + *
+ * [a, c, tx, + * b, d, ty, + * 0, 0, 1] + *+ * The last row is ignored so the array is shorter and operations are faster. + */ + var mat2d = {}; + + /** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ + mat2d.create = function() { + var out = new glMatrix.ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; + }; + + /** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ + mat2d.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(6); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; + }; + + /** + * Copy the values from one mat2d to another + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ + mat2d.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; + }; + + /** + * Set a mat2d to the identity matrix + * + * @param {mat2d} out the receiving matrix + * @returns {mat2d} out + */ + mat2d.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; + }; + + /** + * Create a new mat2d with the given values + * + * @param {Number} a Component A (index 0) + * @param {Number} b Component B (index 1) + * @param {Number} c Component C (index 2) + * @param {Number} d Component D (index 3) + * @param {Number} tx Component TX (index 4) + * @param {Number} ty Component TY (index 5) + * @returns {mat2d} A new mat2d + */ + mat2d.fromValues = function(a, b, c, d, tx, ty) { + var out = new glMatrix.ARRAY_TYPE(6); + out[0] = a; + out[1] = b; + out[2] = c; + out[3] = d; + out[4] = tx; + out[5] = ty; + return out; + }; + + /** + * Set the components of a mat2d to the given values + * + * @param {mat2d} out the receiving matrix + * @param {Number} a Component A (index 0) + * @param {Number} b Component B (index 1) + * @param {Number} c Component C (index 2) + * @param {Number} d Component D (index 3) + * @param {Number} tx Component TX (index 4) + * @param {Number} ty Component TY (index 5) + * @returns {mat2d} out + */ + mat2d.set = function(out, a, b, c, d, tx, ty) { + out[0] = a; + out[1] = b; + out[2] = c; + out[3] = d; + out[4] = tx; + out[5] = ty; + return out; + }; + + /** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ + mat2d.invert = function(out, a) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5]; + + var det = aa * ad - ab * ac; + if(!det){ + return null; + } + det = 1.0 / det; + + out[0] = ad * det; + out[1] = -ab * det; + out[2] = -ac * det; + out[3] = aa * det; + out[4] = (ac * aty - ad * atx) * det; + out[5] = (ab * atx - aa * aty) * det; + return out; + }; + + /** + * Calculates the determinant of a mat2d + * + * @param {mat2d} a the source matrix + * @returns {Number} determinant of a + */ + mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; + }; + + /** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ + mat2d.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + out[4] = a0 * b4 + a2 * b5 + a4; + out[5] = a1 * b4 + a3 * b5 + a5; + return out; + }; + + /** + * Alias for {@link mat2d.multiply} + * @function + */ + mat2d.mul = mat2d.multiply; + + /** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ + mat2d.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; + out[4] = a4; + out[5] = a5; + return out; + }; + + /** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ + mat2d.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; + out[3] = a3 * v1; + out[4] = a4; + out[5] = a5; + return out; + }; + + /** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ + mat2d.translate = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0; + out[1] = a1; + out[2] = a2; + out[3] = a3; + out[4] = a0 * v0 + a2 * v1 + a4; + out[5] = a1 * v0 + a3 * v1 + a5; + return out; + }; + + /** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.rotate(dest, dest, rad); + * + * @param {mat2d} out mat2d receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ + mat2d.fromRotation = function(out, rad) { + var s = Math.sin(rad), c = Math.cos(rad); + out[0] = c; + out[1] = s; + out[2] = -s; + out[3] = c; + out[4] = 0; + out[5] = 0; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.scale(dest, dest, vec); + * + * @param {mat2d} out mat2d receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat2d} out + */ + mat2d.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = v[1]; + out[4] = 0; + out[5] = 0; + return out; + } + + /** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.translate(dest, dest, vec); + * + * @param {mat2d} out mat2d receiving operation result + * @param {vec2} v Translation vector + * @returns {mat2d} out + */ + mat2d.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = v[0]; + out[5] = v[1]; + return out; + } + + /** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ + mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; + }; + + /** + * Returns Frobenius norm of a mat2d + * + * @param {mat2d} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ + mat2d.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) + }; + + /** + * Adds two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ + mat2d.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + out[4] = a[4] + b[4]; + out[5] = a[5] + b[5]; + return out; + }; + + /** + * Subtracts matrix b from matrix a + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ + mat2d.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + out[4] = a[4] - b[4]; + out[5] = a[5] - b[5]; + return out; + }; + + /** + * Alias for {@link mat2d.subtract} + * @function + */ + mat2d.sub = mat2d.subtract; + + /** + * Multiply each element of the matrix by a scalar. + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to scale + * @param {Number} b amount to scale the matrix's elements by + * @returns {mat2d} out + */ + mat2d.multiplyScalar = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + out[4] = a[4] * b; + out[5] = a[5] * b; + return out; + }; + + /** + * Adds two mat2d's after multiplying each element of the second operand by a scalar value. + * + * @param {mat2d} out the receiving vector + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @param {Number} scale the amount to scale b's elements by before adding + * @returns {mat2d} out + */ + mat2d.multiplyScalarAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + out[4] = a[4] + (b[4] * scale); + out[5] = a[5] + (b[5] * scale); + return out; + }; + + /** + * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) + * + * @param {mat2d} a The first matrix. + * @param {mat2d} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ + mat2d.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5]; + }; + + /** + * Returns whether or not the matrices have approximately the same elements in the same position. + * + * @param {mat2d} a The first matrix. + * @param {mat2d} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ + mat2d.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) && + Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) && + Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5))); + }; + + module.exports = mat2d; + + +/***/ }, +/* 4 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 3x3 Matrix + * @name mat3 + */ + var mat3 = {}; + + /** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ + mat3.create = function() { + var out = new glMatrix.ARRAY_TYPE(9); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; + }; + + /** + * Copies the upper-left 3x3 values into the given mat3. + * + * @param {mat3} out the receiving 3x3 matrix + * @param {mat4} a the source 4x4 matrix + * @returns {mat3} out + */ + mat3.fromMat4 = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[4]; + out[4] = a[5]; + out[5] = a[6]; + out[6] = a[8]; + out[7] = a[9]; + out[8] = a[10]; + return out; + }; + + /** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ + mat3.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(9); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; + }; + + /** + * Copy the values from one mat3 to another + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ + mat3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; + }; + + /** + * Create a new mat3 with the given values + * + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m10 Component in column 1, row 0 position (index 3) + * @param {Number} m11 Component in column 1, row 1 position (index 4) + * @param {Number} m12 Component in column 1, row 2 position (index 5) + * @param {Number} m20 Component in column 2, row 0 position (index 6) + * @param {Number} m21 Component in column 2, row 1 position (index 7) + * @param {Number} m22 Component in column 2, row 2 position (index 8) + * @returns {mat3} A new mat3 + */ + mat3.fromValues = function(m00, m01, m02, m10, m11, m12, m20, m21, m22) { + var out = new glMatrix.ARRAY_TYPE(9); + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m10; + out[4] = m11; + out[5] = m12; + out[6] = m20; + out[7] = m21; + out[8] = m22; + return out; + }; + + /** + * Set the components of a mat3 to the given values + * + * @param {mat3} out the receiving matrix + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m10 Component in column 1, row 0 position (index 3) + * @param {Number} m11 Component in column 1, row 1 position (index 4) + * @param {Number} m12 Component in column 1, row 2 position (index 5) + * @param {Number} m20 Component in column 2, row 0 position (index 6) + * @param {Number} m21 Component in column 2, row 1 position (index 7) + * @param {Number} m22 Component in column 2, row 2 position (index 8) + * @returns {mat3} out + */ + mat3.set = function(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) { + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m10; + out[4] = m11; + out[5] = m12; + out[6] = m20; + out[7] = m21; + out[8] = m22; + return out; + }; + + /** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ + mat3.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; + }; + + /** + * Transpose the values of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ + mat3.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a12 = a[5]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a01; + out[5] = a[7]; + out[6] = a02; + out[7] = a12; + } else { + out[0] = a[0]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a[1]; + out[4] = a[4]; + out[5] = a[7]; + out[6] = a[2]; + out[7] = a[5]; + out[8] = a[8]; + } + + return out; + }; + + /** + * Inverts a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ + mat3.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + // Calculate the determinant + det = a00 * b01 + a01 * b11 + a02 * b21; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = b01 * det; + out[1] = (-a22 * a01 + a02 * a21) * det; + out[2] = (a12 * a01 - a02 * a11) * det; + out[3] = b11 * det; + out[4] = (a22 * a00 - a02 * a20) * det; + out[5] = (-a12 * a00 + a02 * a10) * det; + out[6] = b21 * det; + out[7] = (-a21 * a00 + a01 * a20) * det; + out[8] = (a11 * a00 - a01 * a10) * det; + return out; + }; + + /** + * Calculates the adjugate of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ + mat3.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + out[0] = (a11 * a22 - a12 * a21); + out[1] = (a02 * a21 - a01 * a22); + out[2] = (a01 * a12 - a02 * a11); + out[3] = (a12 * a20 - a10 * a22); + out[4] = (a00 * a22 - a02 * a20); + out[5] = (a02 * a10 - a00 * a12); + out[6] = (a10 * a21 - a11 * a20); + out[7] = (a01 * a20 - a00 * a21); + out[8] = (a00 * a11 - a01 * a10); + return out; + }; + + /** + * Calculates the determinant of a mat3 + * + * @param {mat3} a the source matrix + * @returns {Number} determinant of a + */ + mat3.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); + }; + + /** + * Multiplies two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ + mat3.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b00 = b[0], b01 = b[1], b02 = b[2], + b10 = b[3], b11 = b[4], b12 = b[5], + b20 = b[6], b21 = b[7], b22 = b[8]; + + out[0] = b00 * a00 + b01 * a10 + b02 * a20; + out[1] = b00 * a01 + b01 * a11 + b02 * a21; + out[2] = b00 * a02 + b01 * a12 + b02 * a22; + + out[3] = b10 * a00 + b11 * a10 + b12 * a20; + out[4] = b10 * a01 + b11 * a11 + b12 * a21; + out[5] = b10 * a02 + b11 * a12 + b12 * a22; + + out[6] = b20 * a00 + b21 * a10 + b22 * a20; + out[7] = b20 * a01 + b21 * a11 + b22 * a21; + out[8] = b20 * a02 + b21 * a12 + b22 * a22; + return out; + }; + + /** + * Alias for {@link mat3.multiply} + * @function + */ + mat3.mul = mat3.multiply; + + /** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ + mat3.translate = function(out, a, v) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + x = v[0], y = v[1]; + + out[0] = a00; + out[1] = a01; + out[2] = a02; + + out[3] = a10; + out[4] = a11; + out[5] = a12; + + out[6] = x * a00 + y * a10 + a20; + out[7] = x * a01 + y * a11 + a21; + out[8] = x * a02 + y * a12 + a22; + return out; + }; + + /** + * Rotates a mat3 by the given angle + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ + mat3.rotate = function (out, a, rad) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + s = Math.sin(rad), + c = Math.cos(rad); + + out[0] = c * a00 + s * a10; + out[1] = c * a01 + s * a11; + out[2] = c * a02 + s * a12; + + out[3] = c * a10 - s * a00; + out[4] = c * a11 - s * a01; + out[5] = c * a12 - s * a02; + + out[6] = a20; + out[7] = a21; + out[8] = a22; + return out; + }; + + /** + * Scales the mat3 by the dimensions in the given vec2 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ + mat3.scale = function(out, a, v) { + var x = v[0], y = v[1]; + + out[0] = x * a[0]; + out[1] = x * a[1]; + out[2] = x * a[2]; + + out[3] = y * a[3]; + out[4] = y * a[4]; + out[5] = y * a[5]; + + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; + }; + + /** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.translate(dest, dest, vec); + * + * @param {mat3} out mat3 receiving operation result + * @param {vec2} v Translation vector + * @returns {mat3} out + */ + mat3.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = v[0]; + out[7] = v[1]; + out[8] = 1; + return out; + } + + /** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.rotate(dest, dest, rad); + * + * @param {mat3} out mat3 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ + mat3.fromRotation = function(out, rad) { + var s = Math.sin(rad), c = Math.cos(rad); + + out[0] = c; + out[1] = s; + out[2] = 0; + + out[3] = -s; + out[4] = c; + out[5] = 0; + + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.scale(dest, dest, vec); + * + * @param {mat3} out mat3 receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat3} out + */ + mat3.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + + out[3] = 0; + out[4] = v[1]; + out[5] = 0; + + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; + } + + /** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat2d} a the matrix to copy + * @returns {mat3} out + **/ + mat3.fromMat2d = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = 0; + + out[3] = a[2]; + out[4] = a[3]; + out[5] = 0; + + out[6] = a[4]; + out[7] = a[5]; + out[8] = 1; + return out; + }; + + /** + * Calculates a 3x3 matrix from the given quaternion + * + * @param {mat3} out mat3 receiving operation result + * @param {quat} q Quaternion to create matrix from + * + * @returns {mat3} out + */ + mat3.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[3] = yx - wz; + out[6] = zx + wy; + + out[1] = yx + wz; + out[4] = 1 - xx - zz; + out[7] = zy - wx; + + out[2] = zx - wy; + out[5] = zy + wx; + out[8] = 1 - xx - yy; + + return out; + }; + + /** + * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix + * + * @param {mat3} out mat3 receiving operation result + * @param {mat4} a Mat4 to derive the normal matrix from + * + * @returns {mat3} out + */ + mat3.normalFromMat4 = function (out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + + out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + + out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + + return out; + }; + + /** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ + mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; + }; + + /** + * Returns Frobenius norm of a mat3 + * + * @param {mat3} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ + mat3.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) + }; + + /** + * Adds two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ + mat3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + out[4] = a[4] + b[4]; + out[5] = a[5] + b[5]; + out[6] = a[6] + b[6]; + out[7] = a[7] + b[7]; + out[8] = a[8] + b[8]; + return out; + }; + + /** + * Subtracts matrix b from matrix a + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ + mat3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + out[4] = a[4] - b[4]; + out[5] = a[5] - b[5]; + out[6] = a[6] - b[6]; + out[7] = a[7] - b[7]; + out[8] = a[8] - b[8]; + return out; + }; + + /** + * Alias for {@link mat3.subtract} + * @function + */ + mat3.sub = mat3.subtract; + + /** + * Multiply each element of the matrix by a scalar. + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to scale + * @param {Number} b amount to scale the matrix's elements by + * @returns {mat3} out + */ + mat3.multiplyScalar = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + out[4] = a[4] * b; + out[5] = a[5] * b; + out[6] = a[6] * b; + out[7] = a[7] * b; + out[8] = a[8] * b; + return out; + }; + + /** + * Adds two mat3's after multiplying each element of the second operand by a scalar value. + * + * @param {mat3} out the receiving vector + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @param {Number} scale the amount to scale b's elements by before adding + * @returns {mat3} out + */ + mat3.multiplyScalarAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + out[4] = a[4] + (b[4] * scale); + out[5] = a[5] + (b[5] * scale); + out[6] = a[6] + (b[6] * scale); + out[7] = a[7] + (b[7] * scale); + out[8] = a[8] + (b[8] * scale); + return out; + }; + + /* + * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) + * + * @param {mat3} a The first matrix. + * @param {mat3} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ + mat3.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && + a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && + a[6] === b[6] && a[7] === b[7] && a[8] === b[8]; + }; + + /** + * Returns whether or not the matrices have approximately the same elements in the same position. + * + * @param {mat3} a The first matrix. + * @param {mat3} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ + mat3.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], a6 = a[6], a7 = a[7], a8 = a[8]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5], b6 = a[6], b7 = b[7], b8 = b[8]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) && + Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) && + Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5)) && + Math.abs(a6 - b6) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a6), Math.abs(b6)) && + Math.abs(a7 - b7) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a7), Math.abs(b7)) && + Math.abs(a8 - b8) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a8), Math.abs(b8))); + }; + + + module.exports = mat3; + + +/***/ }, +/* 5 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 4x4 Matrix + * @name mat4 + */ + var mat4 = { + scalar: {}, + SIMD: {}, + }; + + /** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ + mat4.create = function() { + var out = new glMatrix.ARRAY_TYPE(16); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + }; + + /** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ + mat4.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(16); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + + /** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + + /** + * Create a new mat4 with the given values + * + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m03 Component in column 0, row 3 position (index 3) + * @param {Number} m10 Component in column 1, row 0 position (index 4) + * @param {Number} m11 Component in column 1, row 1 position (index 5) + * @param {Number} m12 Component in column 1, row 2 position (index 6) + * @param {Number} m13 Component in column 1, row 3 position (index 7) + * @param {Number} m20 Component in column 2, row 0 position (index 8) + * @param {Number} m21 Component in column 2, row 1 position (index 9) + * @param {Number} m22 Component in column 2, row 2 position (index 10) + * @param {Number} m23 Component in column 2, row 3 position (index 11) + * @param {Number} m30 Component in column 3, row 0 position (index 12) + * @param {Number} m31 Component in column 3, row 1 position (index 13) + * @param {Number} m32 Component in column 3, row 2 position (index 14) + * @param {Number} m33 Component in column 3, row 3 position (index 15) + * @returns {mat4} A new mat4 + */ + mat4.fromValues = function(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { + var out = new glMatrix.ARRAY_TYPE(16); + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m03; + out[4] = m10; + out[5] = m11; + out[6] = m12; + out[7] = m13; + out[8] = m20; + out[9] = m21; + out[10] = m22; + out[11] = m23; + out[12] = m30; + out[13] = m31; + out[14] = m32; + out[15] = m33; + return out; + }; + + /** + * Set the components of a mat4 to the given values + * + * @param {mat4} out the receiving matrix + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m03 Component in column 0, row 3 position (index 3) + * @param {Number} m10 Component in column 1, row 0 position (index 4) + * @param {Number} m11 Component in column 1, row 1 position (index 5) + * @param {Number} m12 Component in column 1, row 2 position (index 6) + * @param {Number} m13 Component in column 1, row 3 position (index 7) + * @param {Number} m20 Component in column 2, row 0 position (index 8) + * @param {Number} m21 Component in column 2, row 1 position (index 9) + * @param {Number} m22 Component in column 2, row 2 position (index 10) + * @param {Number} m23 Component in column 2, row 3 position (index 11) + * @param {Number} m30 Component in column 3, row 0 position (index 12) + * @param {Number} m31 Component in column 3, row 1 position (index 13) + * @param {Number} m32 Component in column 3, row 2 position (index 14) + * @param {Number} m33 Component in column 3, row 3 position (index 15) + * @returns {mat4} out + */ + mat4.set = function(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m03; + out[4] = m10; + out[5] = m11; + out[6] = m12; + out[7] = m13; + out[8] = m20; + out[9] = m21; + out[10] = m22; + out[11] = m23; + out[12] = m30; + out[13] = m31; + out[14] = m32; + out[15] = m33; + return out; + }; + + + /** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ + mat4.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + }; + + /** + * Transpose the values of a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.scalar.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a03 = a[3], + a12 = a[6], a13 = a[7], + a23 = a[11]; + + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; + }; + + /** + * Transpose the values of a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.SIMD.transpose = function(out, a) { + var a0, a1, a2, a3, + tmp01, tmp23, + out0, out1, out2, out3; + + a0 = SIMD.Float32x4.load(a, 0); + a1 = SIMD.Float32x4.load(a, 4); + a2 = SIMD.Float32x4.load(a, 8); + a3 = SIMD.Float32x4.load(a, 12); + + tmp01 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + tmp23 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + out0 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); + out1 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); + SIMD.Float32x4.store(out, 0, out0); + SIMD.Float32x4.store(out, 4, out1); + + tmp01 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + tmp23 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + out2 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); + out3 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); + SIMD.Float32x4.store(out, 8, out2); + SIMD.Float32x4.store(out, 12, out3); + + return out; + }; + + /** + * Transpse a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.transpose = glMatrix.USE_SIMD ? mat4.SIMD.transpose : mat4.scalar.transpose; + + /** + * Inverts a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.scalar.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; + out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; + out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; + out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; + out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; + out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; + out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; + + return out; + }; + + /** + * Inverts a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.SIMD.invert = function(out, a) { + var row0, row1, row2, row3, + tmp1, + minor0, minor1, minor2, minor3, + det, + a0 = SIMD.Float32x4.load(a, 0), + a1 = SIMD.Float32x4.load(a, 4), + a2 = SIMD.Float32x4.load(a, 8), + a3 = SIMD.Float32x4.load(a, 12); + + // Compute matrix adjugate + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); + row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); + row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.mul(row2, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.mul(row1, tmp1); + minor1 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); + minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); + minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row1, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); + minor3 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); + minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); + minor2 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); + minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row0, row1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); + minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); + + // Compute matrix determinant + det = SIMD.Float32x4.mul(row0, minor0); + det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 2, 3, 0, 1), det); + det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 1, 0, 3, 2), det); + tmp1 = SIMD.Float32x4.reciprocalApproximation(det); + det = SIMD.Float32x4.sub( + SIMD.Float32x4.add(tmp1, tmp1), + SIMD.Float32x4.mul(det, SIMD.Float32x4.mul(tmp1, tmp1))); + det = SIMD.Float32x4.swizzle(det, 0, 0, 0, 0); + if (!det) { + return null; + } + + // Compute matrix inverse + SIMD.Float32x4.store(out, 0, SIMD.Float32x4.mul(det, minor0)); + SIMD.Float32x4.store(out, 4, SIMD.Float32x4.mul(det, minor1)); + SIMD.Float32x4.store(out, 8, SIMD.Float32x4.mul(det, minor2)); + SIMD.Float32x4.store(out, 12, SIMD.Float32x4.mul(det, minor3)); + return out; + } + + /** + * Inverts a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.invert = glMatrix.USE_SIMD ? mat4.SIMD.invert : mat4.scalar.invert; + + /** + * Calculates the adjugate of a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.scalar.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); + out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); + return out; + }; + + /** + * Calculates the adjugate of a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.SIMD.adjoint = function(out, a) { + var a0, a1, a2, a3; + var row0, row1, row2, row3; + var tmp1; + var minor0, minor1, minor2, minor3; + + var a0 = SIMD.Float32x4.load(a, 0); + var a1 = SIMD.Float32x4.load(a, 4); + var a2 = SIMD.Float32x4.load(a, 8); + var a3 = SIMD.Float32x4.load(a, 12); + + // Transpose the source matrix. Sort of. Not a true transpose operation + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); + row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); + row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.mul(row2, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.mul(row1, tmp1); + minor1 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); + minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); + minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row1, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); + minor3 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); + minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); + minor2 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); + minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row0, row1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); + minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); + + SIMD.Float32x4.store(out, 0, minor0); + SIMD.Float32x4.store(out, 4, minor1); + SIMD.Float32x4.store(out, 8, minor2); + SIMD.Float32x4.store(out, 12, minor3); + return out; + }; + + /** + * Calculates the adjugate of a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.adjoint = glMatrix.USE_SIMD ? mat4.SIMD.adjoint : mat4.scalar.adjoint; + + /** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ + mat4.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + }; + + /** + * Multiplies two mat4's explicitly using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand, must be a Float32Array + * @param {mat4} b the second operand, must be a Float32Array + * @returns {mat4} out + */ + mat4.SIMD.multiply = function (out, a, b) { + var a0 = SIMD.Float32x4.load(a, 0); + var a1 = SIMD.Float32x4.load(a, 4); + var a2 = SIMD.Float32x4.load(a, 8); + var a3 = SIMD.Float32x4.load(a, 12); + + var b0 = SIMD.Float32x4.load(b, 0); + var out0 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 0, out0); + + var b1 = SIMD.Float32x4.load(b, 4); + var out1 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 4, out1); + + var b2 = SIMD.Float32x4.load(b, 8); + var out2 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 8, out2); + + var b3 = SIMD.Float32x4.load(b, 12); + var out3 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 12, out3); + + return out; + }; + + /** + * Multiplies two mat4's explicitly not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + mat4.scalar.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; + }; + + /** + * Multiplies two mat4's using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + mat4.multiply = glMatrix.USE_SIMD ? mat4.SIMD.multiply : mat4.scalar.multiply; + + /** + * Alias for {@link mat4.multiply} + * @function + */ + mat4.mul = mat4.multiply; + + /** + * Translate a mat4 by the given vector not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ + mat4.scalar.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; + + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; + }; + + /** + * Translates a mat4 by the given vector using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ + mat4.SIMD.translate = function (out, a, v) { + var a0 = SIMD.Float32x4.load(a, 0), + a1 = SIMD.Float32x4.load(a, 4), + a2 = SIMD.Float32x4.load(a, 8), + a3 = SIMD.Float32x4.load(a, 12), + vec = SIMD.Float32x4(v[0], v[1], v[2] , 0); + + if (a !== out) { + out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; + out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; + out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; + } + + a0 = SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0)); + a1 = SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1)); + a2 = SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2)); + + var t0 = SIMD.Float32x4.add(a0, SIMD.Float32x4.add(a1, SIMD.Float32x4.add(a2, a3))); + SIMD.Float32x4.store(out, 12, t0); + + return out; + }; + + /** + * Translates a mat4 by the given vector using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ + mat4.translate = glMatrix.USE_SIMD ? mat4.SIMD.translate : mat4.scalar.translate; + + /** + * Scales the mat4 by the dimensions in the given vec3 not using vectorization + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ + mat4.scalar.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + + /** + * Scales the mat4 by the dimensions in the given vec3 using vectorization + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ + mat4.SIMD.scale = function(out, a, v) { + var a0, a1, a2; + var vec = SIMD.Float32x4(v[0], v[1], v[2], 0); + + a0 = SIMD.Float32x4.load(a, 0); + SIMD.Float32x4.store( + out, 0, SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0))); + + a1 = SIMD.Float32x4.load(a, 4); + SIMD.Float32x4.store( + out, 4, SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1))); + + a2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store( + out, 8, SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2))); + + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + + /** + * Scales the mat4 by the dimensions in the given vec3 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + */ + mat4.scale = glMatrix.USE_SIMD ? mat4.SIMD.scale : mat4.scalar.scale; + + /** + * Rotates a mat4 by the given angle around the given axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ + mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < glMatrix.EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; + }; + + /** + * Rotates a matrix by the given angle around the X axis not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.scalar.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; + }; + + /** + * Rotates a matrix by the given angle around the X axis using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.SIMD.rotateX = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + var a_1 = SIMD.Float32x4.load(a, 4); + var a_2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store(out, 4, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_2, s))); + SIMD.Float32x4.store(out, 8, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_2, c), SIMD.Float32x4.mul(a_1, s))); + return out; + }; + + /** + * Rotates a matrix by the given angle around the X axis using SIMD if availabe and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.rotateX = glMatrix.USE_SIMD ? mat4.SIMD.rotateX : mat4.scalar.rotateX; + + /** + * Rotates a matrix by the given angle around the Y axis not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.scalar.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; + }; + + /** + * Rotates a matrix by the given angle around the Y axis using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.SIMD.rotateY = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + var a_0 = SIMD.Float32x4.load(a, 0); + var a_2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store(out, 0, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_2, s))); + SIMD.Float32x4.store(out, 8, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, s), SIMD.Float32x4.mul(a_2, c))); + return out; + }; + + /** + * Rotates a matrix by the given angle around the Y axis if SIMD available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.rotateY = glMatrix.USE_SIMD ? mat4.SIMD.rotateY : mat4.scalar.rotateY; + + /** + * Rotates a matrix by the given angle around the Z axis not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.scalar.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; + }; + + /** + * Rotates a matrix by the given angle around the Z axis using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.SIMD.rotateZ = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + var a_0 = SIMD.Float32x4.load(a, 0); + var a_1 = SIMD.Float32x4.load(a, 4); + SIMD.Float32x4.store(out, 0, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_1, s))); + SIMD.Float32x4.store(out, 4, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_0, s))); + return out; + }; + + /** + * Rotates a matrix by the given angle around the Z axis if SIMD available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.rotateZ = glMatrix.USE_SIMD ? mat4.SIMD.rotateZ : mat4.scalar.rotateZ; + + /** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, dest, vec); + * + * @param {mat4} out mat4 receiving operation result + * @param {vec3} v Translation vector + * @returns {mat4} out + */ + mat4.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.scale(dest, dest, vec); + * + * @param {mat4} out mat4 receiving operation result + * @param {vec3} v Scaling vector + * @returns {mat4} out + */ + mat4.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = v[1]; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = v[2]; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from a given angle around a given axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotate(dest, dest, rad, axis); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ + mat4.fromRotation = function(out, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t; + + if (Math.abs(len) < glMatrix.EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + // Perform rotation-specific matrix multiplication + out[0] = x * x * t + c; + out[1] = y * x * t + z * s; + out[2] = z * x * t - y * s; + out[3] = 0; + out[4] = x * y * t - z * s; + out[5] = y * y * t + c; + out[6] = z * y * t + x * s; + out[7] = 0; + out[8] = x * z * t + y * s; + out[9] = y * z * t - x * s; + out[10] = z * z * t + c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from the given angle around the X axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateX(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.fromXRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = c; + out[6] = s; + out[7] = 0; + out[8] = 0; + out[9] = -s; + out[10] = c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from the given angle around the Y axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateY(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.fromYRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = c; + out[1] = 0; + out[2] = -s; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = s; + out[9] = 0; + out[10] = c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from the given angle around the Z axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateZ(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.fromZRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = c; + out[1] = s; + out[2] = 0; + out[3] = 0; + out[4] = -s; + out[5] = c; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ + mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; + }; + + /** + * Returns the translation vector component of a transformation + * matrix. If a matrix is built with fromRotationTranslation, + * the returned vector will be the same as the translation vector + * originally supplied. + * @param {vec3} out Vector to receive translation component + * @param {mat4} mat Matrix to be decomposed (input) + * @return {vec3} out + */ + mat4.getTranslation = function (out, mat) { + out[0] = mat[12]; + out[1] = mat[13]; + out[2] = mat[14]; + + return out; + }; + + /** + * Returns a quaternion representing the rotational component + * of a transformation matrix. If a matrix is built with + * fromRotationTranslation, the returned quaternion will be the + * same as the quaternion originally supplied. + * @param {quat} out Quaternion to receive the rotation component + * @param {mat4} mat Matrix to be decomposed (input) + * @return {quat} out + */ + mat4.getRotation = function (out, mat) { + // Algorithm taken from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + var trace = mat[0] + mat[5] + mat[10]; + var S = 0; + + if (trace > 0) { + S = Math.sqrt(trace + 1.0) * 2; + out[3] = 0.25 * S; + out[0] = (mat[6] - mat[9]) / S; + out[1] = (mat[8] - mat[2]) / S; + out[2] = (mat[1] - mat[4]) / S; + } else if ((mat[0] > mat[5])&(mat[0] > mat[10])) { + S = Math.sqrt(1.0 + mat[0] - mat[5] - mat[10]) * 2; + out[3] = (mat[6] - mat[9]) / S; + out[0] = 0.25 * S; + out[1] = (mat[1] + mat[4]) / S; + out[2] = (mat[8] + mat[2]) / S; + } else if (mat[5] > mat[10]) { + S = Math.sqrt(1.0 + mat[5] - mat[0] - mat[10]) * 2; + out[3] = (mat[8] - mat[2]) / S; + out[0] = (mat[1] + mat[4]) / S; + out[1] = 0.25 * S; + out[2] = (mat[6] + mat[9]) / S; + } else { + S = Math.sqrt(1.0 + mat[10] - mat[0] - mat[5]) * 2; + out[3] = (mat[1] - mat[4]) / S; + out[0] = (mat[8] + mat[2]) / S; + out[1] = (mat[6] + mat[9]) / S; + out[2] = 0.25 * S; + } + + return out; + }; + + /** + * Creates a matrix from a quaternion rotation, vector translation and vector scale + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * mat4.scale(dest, scale) + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @param {vec3} s Scaling vector + * @returns {mat4} out + */ + mat4.fromRotationTranslationScale = function (out, q, v, s) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2, + sx = s[0], + sy = s[1], + sz = s[2]; + + out[0] = (1 - (yy + zz)) * sx; + out[1] = (xy + wz) * sx; + out[2] = (xz - wy) * sx; + out[3] = 0; + out[4] = (xy - wz) * sy; + out[5] = (1 - (xx + zz)) * sy; + out[6] = (yz + wx) * sy; + out[7] = 0; + out[8] = (xz + wy) * sz; + out[9] = (yz - wx) * sz; + out[10] = (1 - (xx + yy)) * sz; + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; + }; + + /** + * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * mat4.translate(dest, origin); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * mat4.scale(dest, scale) + * mat4.translate(dest, negativeOrigin); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @param {vec3} s Scaling vector + * @param {vec3} o The origin vector around which to scale and rotate + * @returns {mat4} out + */ + mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2, + + sx = s[0], + sy = s[1], + sz = s[2], + + ox = o[0], + oy = o[1], + oz = o[2]; + + out[0] = (1 - (yy + zz)) * sx; + out[1] = (xy + wz) * sx; + out[2] = (xz - wy) * sx; + out[3] = 0; + out[4] = (xy - wz) * sy; + out[5] = (1 - (xx + zz)) * sy; + out[6] = (yz + wx) * sy; + out[7] = 0; + out[8] = (xz + wy) * sz; + out[9] = (yz - wx) * sz; + out[10] = (1 - (xx + yy)) * sz; + out[11] = 0; + out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz); + out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz); + out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz); + out[15] = 1; + + return out; + }; + + /** + * Calculates a 4x4 matrix from the given quaternion + * + * @param {mat4} out mat4 receiving operation result + * @param {quat} q Quaternion to create matrix from + * + * @returns {mat4} out + */ + mat4.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[1] = yx + wz; + out[2] = zx - wy; + out[3] = 0; + + out[4] = yx - wz; + out[5] = 1 - xx - zz; + out[6] = zy + wx; + out[7] = 0; + + out[8] = zx + wy; + out[9] = zy - wx; + out[10] = 1 - xx - yy; + out[11] = 0; + + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + + return out; + }; + + /** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ + mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; + }; + + /** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ + mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; + }; + + /** + * Generates a perspective projection matrix with the given field of view. + * This is primarily useful for generating projection matrices to be used + * with the still experiemental WebVR API. + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ + mat4.perspectiveFromFieldOfView = function (out, fov, near, far) { + var upTan = Math.tan(fov.upDegrees * Math.PI/180.0), + downTan = Math.tan(fov.downDegrees * Math.PI/180.0), + leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0), + rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0), + xScale = 2.0 / (leftTan + rightTan), + yScale = 2.0 / (upTan + downTan); + + out[0] = xScale; + out[1] = 0.0; + out[2] = 0.0; + out[3] = 0.0; + out[4] = 0.0; + out[5] = yScale; + out[6] = 0.0; + out[7] = 0.0; + out[8] = -((leftTan - rightTan) * xScale * 0.5); + out[9] = ((upTan - downTan) * yScale * 0.5); + out[10] = far / (near - far); + out[11] = -1.0; + out[12] = 0.0; + out[13] = 0.0; + out[14] = (far * near) / (near - far); + out[15] = 0.0; + return out; + } + + /** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ + mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; + }; + + /** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ + mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < glMatrix.EPSILON && + Math.abs(eyey - centery) < glMatrix.EPSILON && + Math.abs(eyez - centerz) < glMatrix.EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; + }; + + /** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ + mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; + }; + + /** + * Returns Frobenius norm of a mat4 + * + * @param {mat4} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ + mat4.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) + }; + + /** + * Adds two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + mat4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + out[4] = a[4] + b[4]; + out[5] = a[5] + b[5]; + out[6] = a[6] + b[6]; + out[7] = a[7] + b[7]; + out[8] = a[8] + b[8]; + out[9] = a[9] + b[9]; + out[10] = a[10] + b[10]; + out[11] = a[11] + b[11]; + out[12] = a[12] + b[12]; + out[13] = a[13] + b[13]; + out[14] = a[14] + b[14]; + out[15] = a[15] + b[15]; + return out; + }; + + /** + * Subtracts matrix b from matrix a + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + mat4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + out[4] = a[4] - b[4]; + out[5] = a[5] - b[5]; + out[6] = a[6] - b[6]; + out[7] = a[7] - b[7]; + out[8] = a[8] - b[8]; + out[9] = a[9] - b[9]; + out[10] = a[10] - b[10]; + out[11] = a[11] - b[11]; + out[12] = a[12] - b[12]; + out[13] = a[13] - b[13]; + out[14] = a[14] - b[14]; + out[15] = a[15] - b[15]; + return out; + }; + + /** + * Alias for {@link mat4.subtract} + * @function + */ + mat4.sub = mat4.subtract; + + /** + * Multiply each element of the matrix by a scalar. + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {Number} b amount to scale the matrix's elements by + * @returns {mat4} out + */ + mat4.multiplyScalar = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + out[4] = a[4] * b; + out[5] = a[5] * b; + out[6] = a[6] * b; + out[7] = a[7] * b; + out[8] = a[8] * b; + out[9] = a[9] * b; + out[10] = a[10] * b; + out[11] = a[11] * b; + out[12] = a[12] * b; + out[13] = a[13] * b; + out[14] = a[14] * b; + out[15] = a[15] * b; + return out; + }; + + /** + * Adds two mat4's after multiplying each element of the second operand by a scalar value. + * + * @param {mat4} out the receiving vector + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @param {Number} scale the amount to scale b's elements by before adding + * @returns {mat4} out + */ + mat4.multiplyScalarAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + out[4] = a[4] + (b[4] * scale); + out[5] = a[5] + (b[5] * scale); + out[6] = a[6] + (b[6] * scale); + out[7] = a[7] + (b[7] * scale); + out[8] = a[8] + (b[8] * scale); + out[9] = a[9] + (b[9] * scale); + out[10] = a[10] + (b[10] * scale); + out[11] = a[11] + (b[11] * scale); + out[12] = a[12] + (b[12] * scale); + out[13] = a[13] + (b[13] * scale); + out[14] = a[14] + (b[14] * scale); + out[15] = a[15] + (b[15] * scale); + return out; + }; + + /** + * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) + * + * @param {mat4} a The first matrix. + * @param {mat4} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ + mat4.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && + a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && + a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && + a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15]; + }; + + /** + * Returns whether or not the matrices have approximately the same elements in the same position. + * + * @param {mat4} a The first matrix. + * @param {mat4} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ + mat4.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + a4 = a[4], a5 = a[5], a6 = a[6], a7 = a[7], + a8 = a[8], a9 = a[9], a10 = a[10], a11 = a[11], + a12 = a[12], a13 = a[13], a14 = a[14], a15 = a[15]; + + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], + b4 = b[4], b5 = b[5], b6 = b[6], b7 = b[7], + b8 = b[8], b9 = b[9], b10 = b[10], b11 = b[11], + b12 = b[12], b13 = b[13], b14 = b[14], b15 = b[15]; + + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) && + Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) && + Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5)) && + Math.abs(a6 - b6) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a6), Math.abs(b6)) && + Math.abs(a7 - b7) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a7), Math.abs(b7)) && + Math.abs(a8 - b8) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a8), Math.abs(b8)) && + Math.abs(a9 - b9) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a9), Math.abs(b9)) && + Math.abs(a10 - b10) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a10), Math.abs(b10)) && + Math.abs(a11 - b11) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a11), Math.abs(b11)) && + Math.abs(a12 - b12) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a12), Math.abs(b12)) && + Math.abs(a13 - b13) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a13), Math.abs(b13)) && + Math.abs(a14 - b14) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a14), Math.abs(b14)) && + Math.abs(a15 - b15) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a15), Math.abs(b15))); + }; + + + + module.exports = mat4; + + +/***/ }, +/* 6 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + var mat3 = __webpack_require__(4); + var vec3 = __webpack_require__(7); + var vec4 = __webpack_require__(8); + + /** + * @class Quaternion + * @name quat + */ + var quat = {}; + + /** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ + quat.create = function() { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + }; + + /** + * Sets a quaternion to represent the shortest rotation from one + * vector to another. + * + * Both vectors are assumed to be unit length. + * + * @param {quat} out the receiving quaternion. + * @param {vec3} a the initial vector + * @param {vec3} b the destination vector + * @returns {quat} out + */ + quat.rotationTo = (function() { + var tmpvec3 = vec3.create(); + var xUnitVec3 = vec3.fromValues(1,0,0); + var yUnitVec3 = vec3.fromValues(0,1,0); + + return function(out, a, b) { + var dot = vec3.dot(a, b); + if (dot < -0.999999) { + vec3.cross(tmpvec3, xUnitVec3, a); + if (vec3.length(tmpvec3) < 0.000001) + vec3.cross(tmpvec3, yUnitVec3, a); + vec3.normalize(tmpvec3, tmpvec3); + quat.setAxisAngle(out, tmpvec3, Math.PI); + return out; + } else if (dot > 0.999999) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + } else { + vec3.cross(tmpvec3, a, b); + out[0] = tmpvec3[0]; + out[1] = tmpvec3[1]; + out[2] = tmpvec3[2]; + out[3] = 1 + dot; + return quat.normalize(out, out); + } + }; + })(); + + /** + * Sets the specified quaternion with values corresponding to the given + * axes. Each axis is a vec3 and is expected to be unit length and + * perpendicular to all other specified axes. + * + * @param {vec3} view the vector representing the viewing direction + * @param {vec3} right the vector representing the local "right" direction + * @param {vec3} up the vector representing the local "up" direction + * @returns {quat} out + */ + quat.setAxes = (function() { + var matr = mat3.create(); + + return function(out, view, right, up) { + matr[0] = right[0]; + matr[3] = right[1]; + matr[6] = right[2]; + + matr[1] = up[0]; + matr[4] = up[1]; + matr[7] = up[2]; + + matr[2] = -view[0]; + matr[5] = -view[1]; + matr[8] = -view[2]; + + return quat.normalize(out, quat.fromMat3(out, matr)); + }; + })(); + + /** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ + quat.clone = vec4.clone; + + /** + * Creates a new quat initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} a new quaternion + * @function + */ + quat.fromValues = vec4.fromValues; + + /** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ + quat.copy = vec4.copy; + + /** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + * @function + */ + quat.set = vec4.set; + + /** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ + quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + }; + + /** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ + quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; + }; + + /** + * Gets the rotation axis and angle for a given + * quaternion. If a quaternion is created with + * setAxisAngle, this method will return the same + * values as providied in the original parameter list + * OR functionally equivalent values. + * Example: The quaternion formed by axis [0, 0, 1] and + * angle -90 is the same as the quaternion formed by + * [0, 0, 1] and 270. This method favors the latter. + * @param {vec3} out_axis Vector receiving the axis of rotation + * @param {quat} q Quaternion to be decomposed + * @return {Number} Angle, in radians, of the rotation + */ + quat.getAxisAngle = function(out_axis, q) { + var rad = Math.acos(q[3]) * 2.0; + var s = Math.sin(rad / 2.0); + if (s != 0.0) { + out_axis[0] = q[0] / s; + out_axis[1] = q[1] / s; + out_axis[2] = q[2] / s; + } else { + // If s is zero, return any axis (no rotation - axis does not matter) + out_axis[0] = 1; + out_axis[1] = 0; + out_axis[2] = 0; + } + return rad; + }; + + /** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ + quat.add = vec4.add; + + /** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ + quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; + }; + + /** + * Alias for {@link quat.multiply} + * @function + */ + quat.mul = quat.multiply; + + /** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ + quat.scale = vec4.scale; + + /** + * Rotates a quaternion by the given angle about the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ + quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; + }; + + /** + * Rotates a quaternion by the given angle about the Y axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ + quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; + }; + + /** + * Rotates a quaternion by the given angle about the Z axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ + quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; + }; + + /** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ + quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; + }; + + /** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ + quat.dot = vec4.dot; + + /** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ + quat.lerp = vec4.lerp; + + /** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ + quat.slerp = function (out, a, b, t) { + // benchmarks: + // http://jsperf.com/quaternion-slerp-implementations + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + var omega, cosom, sinom, scale0, scale1; + + // calc cosine + cosom = ax * bx + ay * by + az * bz + aw * bw; + // adjust signs (if necessary) + if ( cosom < 0.0 ) { + cosom = -cosom; + bx = - bx; + by = - by; + bz = - bz; + bw = - bw; + } + // calculate coefficients + if ( (1.0 - cosom) > 0.000001 ) { + // standard case (slerp) + omega = Math.acos(cosom); + sinom = Math.sin(omega); + scale0 = Math.sin((1.0 - t) * omega) / sinom; + scale1 = Math.sin(t * omega) / sinom; + } else { + // "from" and "to" quaternions are very close + // ... so we can do a linear interpolation + scale0 = 1.0 - t; + scale1 = t; + } + // calculate final values + out[0] = scale0 * ax + scale1 * bx; + out[1] = scale0 * ay + scale1 * by; + out[2] = scale0 * az + scale1 * bz; + out[3] = scale0 * aw + scale1 * bw; + + return out; + }; + + /** + * Performs a spherical linear interpolation with two control points + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {quat} c the third operand + * @param {quat} d the fourth operand + * @param {Number} t interpolation amount + * @returns {quat} out + */ + quat.sqlerp = (function () { + var temp1 = quat.create(); + var temp2 = quat.create(); + + return function (out, a, b, c, d, t) { + quat.slerp(temp1, a, d, t); + quat.slerp(temp2, b, c, t); + quat.slerp(out, temp1, temp2, 2 * t * (1 - t)); + + return out; + }; + }()); + + /** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ + quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; + }; + + /** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ + quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; + }; + + /** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ + quat.length = vec4.length; + + /** + * Alias for {@link quat.length} + * @function + */ + quat.len = quat.length; + + /** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ + quat.squaredLength = vec4.squaredLength; + + /** + * Alias for {@link quat.squaredLength} + * @function + */ + quat.sqrLen = quat.squaredLength; + + /** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ + quat.normalize = vec4.normalize; + + /** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * NOTE: The resultant quaternion is not normalized, so you should be sure + * to renormalize the quaternion yourself where necessary. + * + * @param {quat} out the receiving quaternion + * @param {mat3} m rotation matrix + * @returns {quat} out + * @function + */ + quat.fromMat3 = function(out, m) { + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + var fTrace = m[0] + m[4] + m[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + out[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + out[0] = (m[5]-m[7])*fRoot; + out[1] = (m[6]-m[2])*fRoot; + out[2] = (m[1]-m[3])*fRoot; + } else { + // |w| <= 1/2 + var i = 0; + if ( m[4] > m[0] ) + i = 1; + if ( m[8] > m[i*3+i] ) + i = 2; + var j = (i+1)%3; + var k = (i+2)%3; + + fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); + out[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + out[3] = (m[j*3+k] - m[k*3+j]) * fRoot; + out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; + out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; + } + + return out; + }; + + /** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; + }; + + /** + * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===) + * + * @param {quat} a The first quaternion. + * @param {quat} b The second quaternion. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + quat.exactEquals = vec4.exactEquals; + + /** + * Returns whether or not the quaternions have approximately the same elements in the same position. + * + * @param {quat} a The first vector. + * @param {quat} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + quat.equals = vec4.equals; + + module.exports = quat; + + +/***/ }, +/* 7 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 3 Dimensional Vector + * @name vec3 + */ + var vec3 = {}; + + /** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ + vec3.create = function() { + var out = new glMatrix.ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; + }; + + /** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ + vec3.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; + }; + + /** + * Creates a new vec3 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} a new 3D vector + */ + vec3.fromValues = function(x, y, z) { + var out = new glMatrix.ARRAY_TYPE(3); + out[0] = x; + out[1] = y; + out[2] = z; + return out; + }; + + /** + * Copy the values from one vec3 to another + * + * @param {vec3} out the receiving vector + * @param {vec3} a the source vector + * @returns {vec3} out + */ + vec3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; + }; + + /** + * Set the components of a vec3 to the given values + * + * @param {vec3} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} out + */ + vec3.set = function(out, x, y, z) { + out[0] = x; + out[1] = y; + out[2] = z; + return out; + }; + + /** + * Adds two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + return out; + }; + + /** + * Subtracts vector b from vector a + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; + }; + + /** + * Alias for {@link vec3.subtract} + * @function + */ + vec3.sub = vec3.subtract; + + /** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; + }; + + /** + * Alias for {@link vec3.multiply} + * @function + */ + vec3.mul = vec3.multiply; + + /** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; + }; + + /** + * Alias for {@link vec3.divide} + * @function + */ + vec3.div = vec3.divide; + + /** + * Math.ceil the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to ceil + * @returns {vec3} out + */ + vec3.ceil = function (out, a) { + out[0] = Math.ceil(a[0]); + out[1] = Math.ceil(a[1]); + out[2] = Math.ceil(a[2]); + return out; + }; + + /** + * Math.floor the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to floor + * @returns {vec3} out + */ + vec3.floor = function (out, a) { + out[0] = Math.floor(a[0]); + out[1] = Math.floor(a[1]); + out[2] = Math.floor(a[2]); + return out; + }; + + /** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + return out; + }; + + /** + * Returns the maximum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + return out; + }; + + /** + * Math.round the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to round + * @returns {vec3} out + */ + vec3.round = function (out, a) { + out[0] = Math.round(a[0]); + out[1] = Math.round(a[1]); + out[2] = Math.round(a[2]); + return out; + }; + + /** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec3} out + */ + vec3.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + return out; + }; + + /** + * Adds two vec3's after scaling the second operand by a scalar value + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec3} out + */ + vec3.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + return out; + }; + + /** + * Calculates the euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ + vec3.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x*x + y*y + z*z); + }; + + /** + * Alias for {@link vec3.distance} + * @function + */ + vec3.dist = vec3.distance; + + /** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ + vec3.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x*x + y*y + z*z; + }; + + /** + * Alias for {@link vec3.squaredDistance} + * @function + */ + vec3.sqrDist = vec3.squaredDistance; + + /** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ + vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); + }; + + /** + * Alias for {@link vec3.length} + * @function + */ + vec3.len = vec3.length; + + /** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ + vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; + }; + + /** + * Alias for {@link vec3.squaredLength} + * @function + */ + vec3.sqrLen = vec3.squaredLength; + + /** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ + vec3.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; + }; + + /** + * Returns the inverse of the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to invert + * @returns {vec3} out + */ + vec3.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + return out; + }; + + /** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ + vec3.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2]; + var len = x*x + y*y + z*z; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + } + return out; + }; + + /** + * Calculates the dot product of two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ + vec3.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; + }; + + /** + * Computes the cross product of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + vec3.cross = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], + bx = b[0], by = b[1], bz = b[2]; + + out[0] = ay * bz - az * by; + out[1] = az * bx - ax * bz; + out[2] = ax * by - ay * bx; + return out; + }; + + /** + * Performs a linear interpolation between two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ + vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + return out; + }; + + /** + * Performs a hermite interpolation with two control points + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {vec3} c the third operand + * @param {vec3} d the fourth operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ + vec3.hermite = function (out, a, b, c, d, t) { + var factorTimes2 = t * t, + factor1 = factorTimes2 * (2 * t - 3) + 1, + factor2 = factorTimes2 * (t - 2) + t, + factor3 = factorTimes2 * (t - 1), + factor4 = factorTimes2 * (3 - 2 * t); + + out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; + out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; + out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; + + return out; + }; + + /** + * Performs a bezier interpolation with two control points + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {vec3} c the third operand + * @param {vec3} d the fourth operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ + vec3.bezier = function (out, a, b, c, d, t) { + var inverseFactor = 1 - t, + inverseFactorTimesTwo = inverseFactor * inverseFactor, + factorTimes2 = t * t, + factor1 = inverseFactorTimesTwo * inverseFactor, + factor2 = 3 * t * inverseFactorTimesTwo, + factor3 = 3 * factorTimes2 * inverseFactor, + factor4 = factorTimes2 * t; + + out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; + out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; + out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; + + return out; + }; + + /** + * Generates a random vector with the given scale + * + * @param {vec3} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec3} out + */ + vec3.random = function (out, scale) { + scale = scale || 1.0; + + var r = glMatrix.RANDOM() * 2.0 * Math.PI; + var z = (glMatrix.RANDOM() * 2.0) - 1.0; + var zScale = Math.sqrt(1.0-z*z) * scale; + + out[0] = Math.cos(r) * zScale; + out[1] = Math.sin(r) * zScale; + out[2] = z * scale; + return out; + }; + + /** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ + vec3.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], + w = m[3] * x + m[7] * y + m[11] * z + m[15]; + w = w || 1.0; + out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; + out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; + out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; + return out; + }; + + /** + * Transforms the vec3 with a mat3. + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m the 3x3 matrix to transform with + * @returns {vec3} out + */ + vec3.transformMat3 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = x * m[0] + y * m[3] + z * m[6]; + out[1] = x * m[1] + y * m[4] + z * m[7]; + out[2] = x * m[2] + y * m[5] + z * m[8]; + return out; + }; + + /** + * Transforms the vec3 with a quat + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ + vec3.transformQuat = function(out, a, q) { + // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations + + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; + }; + + /** + * Rotate a 3D vector around the x-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ + vec3.rotateX = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]; + r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c); + r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; + }; + + /** + * Rotate a 3D vector around the y-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ + vec3.rotateY = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c); + r[1] = p[1]; + r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; + }; + + /** + * Rotate a 3D vector around the z-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ + vec3.rotateZ = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c); + r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); + r[2] = p[2]; + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; + }; + + /** + * Perform some operation over an array of vec3s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ + vec3.forEach = (function() { + var vec = vec3.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 3; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; + } + + return a; + }; + })(); + + /** + * Get the angle between two 3D vectors + * @param {vec3} a The first operand + * @param {vec3} b The second operand + * @returns {Number} The angle in radians + */ + vec3.angle = function(a, b) { + + var tempA = vec3.fromValues(a[0], a[1], a[2]); + var tempB = vec3.fromValues(b[0], b[1], b[2]); + + vec3.normalize(tempA, tempA); + vec3.normalize(tempB, tempB); + + var cosine = vec3.dot(tempA, tempB); + + if(cosine > 1.0){ + return 0; + } else { + return Math.acos(cosine); + } + }; + + /** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; + }; + + /** + * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===) + * + * @param {vec3} a The first vector. + * @param {vec3} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + vec3.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]; + }; + + /** + * Returns whether or not the vectors have approximately the same elements in the same position. + * + * @param {vec3} a The first vector. + * @param {vec3} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + vec3.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2]; + var b0 = b[0], b1 = b[1], b2 = b[2]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2))); + }; + + module.exports = vec3; + + +/***/ }, +/* 8 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 4 Dimensional Vector + * @name vec4 + */ + var vec4 = {}; + + /** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ + vec4.create = function() { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 0; + return out; + }; + + /** + * Creates a new vec4 initialized with values from an existing vector + * + * @param {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ + vec4.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; + }; + + /** + * Creates a new vec4 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} a new 4D vector + */ + vec4.fromValues = function(x, y, z, w) { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; + }; + + /** + * Copy the values from one vec4 to another + * + * @param {vec4} out the receiving vector + * @param {vec4} a the source vector + * @returns {vec4} out + */ + vec4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; + }; + + /** + * Set the components of a vec4 to the given values + * + * @param {vec4} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} out + */ + vec4.set = function(out, x, y, z, w) { + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; + }; + + /** + * Adds two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + vec4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + return out; + }; + + /** + * Subtracts vector b from vector a + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + vec4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + return out; + }; + + /** + * Alias for {@link vec4.subtract} + * @function + */ + vec4.sub = vec4.subtract; + + /** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + vec4.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + out[3] = a[3] * b[3]; + return out; + }; + + /** + * Alias for {@link vec4.multiply} + * @function + */ + vec4.mul = vec4.multiply; + + /** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + vec4.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + out[3] = a[3] / b[3]; + return out; + }; + + /** + * Alias for {@link vec4.divide} + * @function + */ + vec4.div = vec4.divide; + + /** + * Math.ceil the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to ceil + * @returns {vec4} out + */ + vec4.ceil = function (out, a) { + out[0] = Math.ceil(a[0]); + out[1] = Math.ceil(a[1]); + out[2] = Math.ceil(a[2]); + out[3] = Math.ceil(a[3]); + return out; + }; + + /** + * Math.floor the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to floor + * @returns {vec4} out + */ + vec4.floor = function (out, a) { + out[0] = Math.floor(a[0]); + out[1] = Math.floor(a[1]); + out[2] = Math.floor(a[2]); + out[3] = Math.floor(a[3]); + return out; + }; + + /** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + vec4.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + out[3] = Math.min(a[3], b[3]); + return out; + }; + + /** + * Returns the maximum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + vec4.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + out[3] = Math.max(a[3], b[3]); + return out; + }; + + /** + * Math.round the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to round + * @returns {vec4} out + */ + vec4.round = function (out, a) { + out[0] = Math.round(a[0]); + out[1] = Math.round(a[1]); + out[2] = Math.round(a[2]); + out[3] = Math.round(a[3]); + return out; + }; + + /** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec4} out + */ + vec4.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + return out; + }; + + /** + * Adds two vec4's after scaling the second operand by a scalar value + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec4} out + */ + vec4.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + return out; + }; + + /** + * Calculates the euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ + vec4.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); + }; + + /** + * Alias for {@link vec4.distance} + * @function + */ + vec4.dist = vec4.distance; + + /** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ + vec4.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x*x + y*y + z*z + w*w; + }; + + /** + * Alias for {@link vec4.squaredDistance} + * @function + */ + vec4.sqrDist = vec4.squaredDistance; + + /** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ + vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); + }; + + /** + * Alias for {@link vec4.length} + * @function + */ + vec4.len = vec4.length; + + /** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ + vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x*x + y*y + z*z + w*w; + }; + + /** + * Alias for {@link vec4.squaredLength} + * @function + */ + vec4.sqrLen = vec4.squaredLength; + + /** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ + vec4.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; + }; + + /** + * Returns the inverse of the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to invert + * @returns {vec4} out + */ + vec4.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + out[3] = 1.0 / a[3]; + return out; + }; + + /** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ + vec4.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x*x + y*y + z*z + w*w; + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = x * len; + out[1] = y * len; + out[2] = z * len; + out[3] = w * len; + } + return out; + }; + + /** + * Calculates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ + vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; + }; + + /** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ + vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + out[3] = aw + t * (b[3] - aw); + return out; + }; + + /** + * Generates a random vector with the given scale + * + * @param {vec4} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec4} out + */ + vec4.random = function (out, scale) { + scale = scale || 1.0; + + //TODO: This is a pretty awful way of doing this. Find something better. + out[0] = glMatrix.RANDOM(); + out[1] = glMatrix.RANDOM(); + out[2] = glMatrix.RANDOM(); + out[3] = glMatrix.RANDOM(); + vec4.normalize(out, out); + vec4.scale(out, out, scale); + return out; + }; + + /** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ + vec4.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], w = a[3]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; + out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; + return out; + }; + + /** + * Transforms the vec4 with a quat + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ + vec4.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + out[3] = a[3]; + return out; + }; + + /** + * Perform some operation over an array of vec4s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ + vec4.forEach = (function() { + var vec = vec4.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 4; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; + } + + return a; + }; + })(); + + /** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; + }; + + /** + * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===) + * + * @param {vec4} a The first vector. + * @param {vec4} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + vec4.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3]; + }; + + /** + * Returns whether or not the vectors have approximately the same elements in the same position. + * + * @param {vec4} a The first vector. + * @param {vec4} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + vec4.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3))); + }; + + module.exports = vec4; + + +/***/ }, +/* 9 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 2 Dimensional Vector + * @name vec2 + */ + var vec2 = {}; + + /** + * Creates a new, empty vec2 + * + * @returns {vec2} a new 2D vector + */ + vec2.create = function() { + var out = new glMatrix.ARRAY_TYPE(2); + out[0] = 0; + out[1] = 0; + return out; + }; + + /** + * Creates a new vec2 initialized with values from an existing vector + * + * @param {vec2} a vector to clone + * @returns {vec2} a new 2D vector + */ + vec2.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(2); + out[0] = a[0]; + out[1] = a[1]; + return out; + }; + + /** + * Creates a new vec2 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} a new 2D vector + */ + vec2.fromValues = function(x, y) { + var out = new glMatrix.ARRAY_TYPE(2); + out[0] = x; + out[1] = y; + return out; + }; + + /** + * Copy the values from one vec2 to another + * + * @param {vec2} out the receiving vector + * @param {vec2} a the source vector + * @returns {vec2} out + */ + vec2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + return out; + }; + + /** + * Set the components of a vec2 to the given values + * + * @param {vec2} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} out + */ + vec2.set = function(out, x, y) { + out[0] = x; + out[1] = y; + return out; + }; + + /** + * Adds two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + vec2.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + return out; + }; + + /** + * Subtracts vector b from vector a + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + vec2.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + return out; + }; + + /** + * Alias for {@link vec2.subtract} + * @function + */ + vec2.sub = vec2.subtract; + + /** + * Multiplies two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + vec2.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + return out; + }; + + /** + * Alias for {@link vec2.multiply} + * @function + */ + vec2.mul = vec2.multiply; + + /** + * Divides two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + vec2.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + return out; + }; + + /** + * Alias for {@link vec2.divide} + * @function + */ + vec2.div = vec2.divide; + + /** + * Math.ceil the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to ceil + * @returns {vec2} out + */ + vec2.ceil = function (out, a) { + out[0] = Math.ceil(a[0]); + out[1] = Math.ceil(a[1]); + return out; + }; + + /** + * Math.floor the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to floor + * @returns {vec2} out + */ + vec2.floor = function (out, a) { + out[0] = Math.floor(a[0]); + out[1] = Math.floor(a[1]); + return out; + }; + + /** + * Returns the minimum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + vec2.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + return out; + }; + + /** + * Returns the maximum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + vec2.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + return out; + }; + + /** + * Math.round the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to round + * @returns {vec2} out + */ + vec2.round = function (out, a) { + out[0] = Math.round(a[0]); + out[1] = Math.round(a[1]); + return out; + }; + + /** + * Scales a vec2 by a scalar number + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec2} out + */ + vec2.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + return out; + }; + + /** + * Adds two vec2's after scaling the second operand by a scalar value + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec2} out + */ + vec2.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + return out; + }; + + /** + * Calculates the euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} distance between a and b + */ + vec2.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return Math.sqrt(x*x + y*y); + }; + + /** + * Alias for {@link vec2.distance} + * @function + */ + vec2.dist = vec2.distance; + + /** + * Calculates the squared euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} squared distance between a and b + */ + vec2.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return x*x + y*y; + }; + + /** + * Alias for {@link vec2.squaredDistance} + * @function + */ + vec2.sqrDist = vec2.squaredDistance; + + /** + * Calculates the length of a vec2 + * + * @param {vec2} a vector to calculate length of + * @returns {Number} length of a + */ + vec2.length = function (a) { + var x = a[0], + y = a[1]; + return Math.sqrt(x*x + y*y); + }; + + /** + * Alias for {@link vec2.length} + * @function + */ + vec2.len = vec2.length; + + /** + * Calculates the squared length of a vec2 + * + * @param {vec2} a vector to calculate squared length of + * @returns {Number} squared length of a + */ + vec2.squaredLength = function (a) { + var x = a[0], + y = a[1]; + return x*x + y*y; + }; + + /** + * Alias for {@link vec2.squaredLength} + * @function + */ + vec2.sqrLen = vec2.squaredLength; + + /** + * Negates the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to negate + * @returns {vec2} out + */ + vec2.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + return out; + }; + + /** + * Returns the inverse of the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to invert + * @returns {vec2} out + */ + vec2.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + return out; + }; + + /** + * Normalize a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to normalize + * @returns {vec2} out + */ + vec2.normalize = function(out, a) { + var x = a[0], + y = a[1]; + var len = x*x + y*y; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + return out; + }; + + /** + * Calculates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ + vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; + }; + + /** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ + vec2.cross = function(out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; + }; + + /** + * Performs a linear interpolation between two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ + vec2.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + return out; + }; + + /** + * Generates a random vector with the given scale + * + * @param {vec2} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec2} out + */ + vec2.random = function (out, scale) { + scale = scale || 1.0; + var r = glMatrix.RANDOM() * 2.0 * Math.PI; + out[0] = Math.cos(r) * scale; + out[1] = Math.sin(r) * scale; + return out; + }; + + /** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ + vec2.transformMat2 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; + }; + + /** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ + vec2.transformMat2d = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; + }; + + /** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ + vec2.transformMat3 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; + }; + + /** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ + vec2.transformMat4 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[4] * y + m[12]; + out[1] = m[1] * x + m[5] * y + m[13]; + return out; + }; + + /** + * Perform some operation over an array of vec2s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ + vec2.forEach = (function() { + var vec = vec2.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 2; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; + } + + return a; + }; + })(); + + /** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; + }; + + /** + * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===) + * + * @param {vec2} a The first vector. + * @param {vec2} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + vec2.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1]; + }; + + /** + * Returns whether or not the vectors have approximately the same elements in the same position. + * + * @param {vec2} a The first vector. + * @param {vec2} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ + vec2.equals = function (a, b) { + var a0 = a[0], a1 = a[1]; + var b0 = b[0], b1 = b[1]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1))); + }; + + module.exports = vec2; + + +/***/ } +/******/ ]) +}); +; \ No newline at end of file diff --git a/node_modules/gl-matrix/jsdoc-template/allclasses.tmpl b/node_modules/gl-matrix/jsdoc-template/allclasses.tmpl new file mode 100644 index 00000000..e89da024 --- /dev/null +++ b/node_modules/gl-matrix/jsdoc-template/allclasses.tmpl @@ -0,0 +1,14 @@ +
+
Version
+ {+ data.version +}.
+
Extends
+ {+
+ data.augments
+ .sort()
+ .map(
+ function($) { return new Link().toSymbol($); }
+ )
+ .join(", ")
+ +}.
+
Defined in: {+new Link().toSrc(data.srcFile)+}.
+
| Field Attributes | +Field Name and Description | +
|---|---|
| {! + if (member.isPrivate) output += "<private> "; + if (member.isInner) output += "<inner> "; + if (member.isStatic) output += "<static> "; + if (member.isConstant) output += "<constant> "; + !} | +
+
+
+ {+resolveLinks(summarize(member.desc))+}
+ |
+
+
+ {+resolveLinks(summarize(member.desc))+}
+ |
+
{+example+}
+
+ {+resolveLinks(member.desc)+}
+
+ Defined in: {+new Link().toSrc(member.srcFile)+}.
+
Author: {+member.author+}.
{+example+}
+ + * [a, c, tx, + * b, d, ty] + *+ * This is a short form for the 3x3 matrix: + *
+ * [a, c, tx, + * b, d, ty, + * 0, 0, 1] + *+ * The last row is ignored so the array is shorter and operations are faster. + */ +var mat2d = {}; + +/** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.create = function() { + var out = new glMatrix.ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(6); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Copy the values from one mat2d to another + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Set a mat2d to the identity matrix + * + * @param {mat2d} out the receiving matrix + * @returns {mat2d} out + */ +mat2d.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Create a new mat2d with the given values + * + * @param {Number} a Component A (index 0) + * @param {Number} b Component B (index 1) + * @param {Number} c Component C (index 2) + * @param {Number} d Component D (index 3) + * @param {Number} tx Component TX (index 4) + * @param {Number} ty Component TY (index 5) + * @returns {mat2d} A new mat2d + */ +mat2d.fromValues = function(a, b, c, d, tx, ty) { + var out = new glMatrix.ARRAY_TYPE(6); + out[0] = a; + out[1] = b; + out[2] = c; + out[3] = d; + out[4] = tx; + out[5] = ty; + return out; +}; + +/** + * Set the components of a mat2d to the given values + * + * @param {mat2d} out the receiving matrix + * @param {Number} a Component A (index 0) + * @param {Number} b Component B (index 1) + * @param {Number} c Component C (index 2) + * @param {Number} d Component D (index 3) + * @param {Number} tx Component TX (index 4) + * @param {Number} ty Component TY (index 5) + * @returns {mat2d} out + */ +mat2d.set = function(out, a, b, c, d, tx, ty) { + out[0] = a; + out[1] = b; + out[2] = c; + out[3] = d; + out[4] = tx; + out[5] = ty; + return out; +}; + +/** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.invert = function(out, a) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5]; + + var det = aa * ad - ab * ac; + if(!det){ + return null; + } + det = 1.0 / det; + + out[0] = ad * det; + out[1] = -ab * det; + out[2] = -ac * det; + out[3] = aa * det; + out[4] = (ac * aty - ad * atx) * det; + out[5] = (ab * atx - aa * aty) * det; + return out; +}; + +/** + * Calculates the determinant of a mat2d + * + * @param {mat2d} a the source matrix + * @returns {Number} determinant of a + */ +mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; +}; + +/** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + out[4] = a0 * b4 + a2 * b5 + a4; + out[5] = a1 * b4 + a3 * b5 + a5; + return out; +}; + +/** + * Alias for {@link mat2d.multiply} + * @function + */ +mat2d.mul = mat2d.multiply; + +/** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ +mat2d.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; + out[4] = a4; + out[5] = a5; + return out; +}; + +/** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ +mat2d.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; + out[3] = a3 * v1; + out[4] = a4; + out[5] = a5; + return out; +}; + +/** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ +mat2d.translate = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0; + out[1] = a1; + out[2] = a2; + out[3] = a3; + out[4] = a0 * v0 + a2 * v1 + a4; + out[5] = a1 * v0 + a3 * v1 + a5; + return out; +}; + +/** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.rotate(dest, dest, rad); + * + * @param {mat2d} out mat2d receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ +mat2d.fromRotation = function(out, rad) { + var s = Math.sin(rad), c = Math.cos(rad); + out[0] = c; + out[1] = s; + out[2] = -s; + out[3] = c; + out[4] = 0; + out[5] = 0; + return out; +} + +/** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.scale(dest, dest, vec); + * + * @param {mat2d} out mat2d receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat2d} out + */ +mat2d.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = v[1]; + out[4] = 0; + out[5] = 0; + return out; +} + +/** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.translate(dest, dest, vec); + * + * @param {mat2d} out mat2d receiving operation result + * @param {vec2} v Translation vector + * @returns {mat2d} out + */ +mat2d.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = v[0]; + out[5] = v[1]; + return out; +} + +/** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; +}; + +/** + * Returns Frobenius norm of a mat2d + * + * @param {mat2d} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2d.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) +}; + +/** + * Adds two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + out[4] = a[4] + b[4]; + out[5] = a[5] + b[5]; + return out; +}; + +/** + * Subtracts matrix b from matrix a + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + out[4] = a[4] - b[4]; + out[5] = a[5] - b[5]; + return out; +}; + +/** + * Alias for {@link mat2d.subtract} + * @function + */ +mat2d.sub = mat2d.subtract; + +/** + * Multiply each element of the matrix by a scalar. + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to scale + * @param {Number} b amount to scale the matrix's elements by + * @returns {mat2d} out + */ +mat2d.multiplyScalar = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + out[4] = a[4] * b; + out[5] = a[5] * b; + return out; +}; + +/** + * Adds two mat2d's after multiplying each element of the second operand by a scalar value. + * + * @param {mat2d} out the receiving vector + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @param {Number} scale the amount to scale b's elements by before adding + * @returns {mat2d} out + */ +mat2d.multiplyScalarAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + out[4] = a[4] + (b[4] * scale); + out[5] = a[5] + (b[5] * scale); + return out; +}; + +/** + * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) + * + * @param {mat2d} a The first matrix. + * @param {mat2d} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ +mat2d.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5]; +}; + +/** + * Returns whether or not the matrices have approximately the same elements in the same position. + * + * @param {mat2d} a The first matrix. + * @param {mat2d} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ +mat2d.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) && + Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) && + Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5))); +}; + +module.exports = mat2d; diff --git a/node_modules/gl-matrix/src/gl-matrix/mat3.js b/node_modules/gl-matrix/src/gl-matrix/mat3.js new file mode 100644 index 00000000..e5d84dc1 --- /dev/null +++ b/node_modules/gl-matrix/src/gl-matrix/mat3.js @@ -0,0 +1,746 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var glMatrix = require("./common.js"); + +/** + * @class 3x3 Matrix + * @name mat3 + */ +var mat3 = {}; + +/** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ +mat3.create = function() { + var out = new glMatrix.ARRAY_TYPE(9); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Copies the upper-left 3x3 values into the given mat3. + * + * @param {mat3} out the receiving 3x3 matrix + * @param {mat4} a the source 4x4 matrix + * @returns {mat3} out + */ +mat3.fromMat4 = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[4]; + out[4] = a[5]; + out[5] = a[6]; + out[6] = a[8]; + out[7] = a[9]; + out[8] = a[10]; + return out; +}; + +/** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ +mat3.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(9); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copy the values from one mat3 to another + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Create a new mat3 with the given values + * + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m10 Component in column 1, row 0 position (index 3) + * @param {Number} m11 Component in column 1, row 1 position (index 4) + * @param {Number} m12 Component in column 1, row 2 position (index 5) + * @param {Number} m20 Component in column 2, row 0 position (index 6) + * @param {Number} m21 Component in column 2, row 1 position (index 7) + * @param {Number} m22 Component in column 2, row 2 position (index 8) + * @returns {mat3} A new mat3 + */ +mat3.fromValues = function(m00, m01, m02, m10, m11, m12, m20, m21, m22) { + var out = new glMatrix.ARRAY_TYPE(9); + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m10; + out[4] = m11; + out[5] = m12; + out[6] = m20; + out[7] = m21; + out[8] = m22; + return out; +}; + +/** + * Set the components of a mat3 to the given values + * + * @param {mat3} out the receiving matrix + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m10 Component in column 1, row 0 position (index 3) + * @param {Number} m11 Component in column 1, row 1 position (index 4) + * @param {Number} m12 Component in column 1, row 2 position (index 5) + * @param {Number} m20 Component in column 2, row 0 position (index 6) + * @param {Number} m21 Component in column 2, row 1 position (index 7) + * @param {Number} m22 Component in column 2, row 2 position (index 8) + * @returns {mat3} out + */ +mat3.set = function(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) { + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m10; + out[4] = m11; + out[5] = m12; + out[6] = m20; + out[7] = m21; + out[8] = m22; + return out; +}; + +/** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ +mat3.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Transpose the values of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a12 = a[5]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a01; + out[5] = a[7]; + out[6] = a02; + out[7] = a12; + } else { + out[0] = a[0]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a[1]; + out[4] = a[4]; + out[5] = a[7]; + out[6] = a[2]; + out[7] = a[5]; + out[8] = a[8]; + } + + return out; +}; + +/** + * Inverts a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + // Calculate the determinant + det = a00 * b01 + a01 * b11 + a02 * b21; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = b01 * det; + out[1] = (-a22 * a01 + a02 * a21) * det; + out[2] = (a12 * a01 - a02 * a11) * det; + out[3] = b11 * det; + out[4] = (a22 * a00 - a02 * a20) * det; + out[5] = (-a12 * a00 + a02 * a10) * det; + out[6] = b21 * det; + out[7] = (-a21 * a00 + a01 * a20) * det; + out[8] = (a11 * a00 - a01 * a10) * det; + return out; +}; + +/** + * Calculates the adjugate of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + out[0] = (a11 * a22 - a12 * a21); + out[1] = (a02 * a21 - a01 * a22); + out[2] = (a01 * a12 - a02 * a11); + out[3] = (a12 * a20 - a10 * a22); + out[4] = (a00 * a22 - a02 * a20); + out[5] = (a02 * a10 - a00 * a12); + out[6] = (a10 * a21 - a11 * a20); + out[7] = (a01 * a20 - a00 * a21); + out[8] = (a00 * a11 - a01 * a10); + return out; +}; + +/** + * Calculates the determinant of a mat3 + * + * @param {mat3} a the source matrix + * @returns {Number} determinant of a + */ +mat3.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); +}; + +/** + * Multiplies two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b00 = b[0], b01 = b[1], b02 = b[2], + b10 = b[3], b11 = b[4], b12 = b[5], + b20 = b[6], b21 = b[7], b22 = b[8]; + + out[0] = b00 * a00 + b01 * a10 + b02 * a20; + out[1] = b00 * a01 + b01 * a11 + b02 * a21; + out[2] = b00 * a02 + b01 * a12 + b02 * a22; + + out[3] = b10 * a00 + b11 * a10 + b12 * a20; + out[4] = b10 * a01 + b11 * a11 + b12 * a21; + out[5] = b10 * a02 + b11 * a12 + b12 * a22; + + out[6] = b20 * a00 + b21 * a10 + b22 * a20; + out[7] = b20 * a01 + b21 * a11 + b22 * a21; + out[8] = b20 * a02 + b21 * a12 + b22 * a22; + return out; +}; + +/** + * Alias for {@link mat3.multiply} + * @function + */ +mat3.mul = mat3.multiply; + +/** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ +mat3.translate = function(out, a, v) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + x = v[0], y = v[1]; + + out[0] = a00; + out[1] = a01; + out[2] = a02; + + out[3] = a10; + out[4] = a11; + out[5] = a12; + + out[6] = x * a00 + y * a10 + a20; + out[7] = x * a01 + y * a11 + a21; + out[8] = x * a02 + y * a12 + a22; + return out; +}; + +/** + * Rotates a mat3 by the given angle + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ +mat3.rotate = function (out, a, rad) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + s = Math.sin(rad), + c = Math.cos(rad); + + out[0] = c * a00 + s * a10; + out[1] = c * a01 + s * a11; + out[2] = c * a02 + s * a12; + + out[3] = c * a10 - s * a00; + out[4] = c * a11 - s * a01; + out[5] = c * a12 - s * a02; + + out[6] = a20; + out[7] = a21; + out[8] = a22; + return out; +}; + +/** + * Scales the mat3 by the dimensions in the given vec2 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.scale = function(out, a, v) { + var x = v[0], y = v[1]; + + out[0] = x * a[0]; + out[1] = x * a[1]; + out[2] = x * a[2]; + + out[3] = y * a[3]; + out[4] = y * a[4]; + out[5] = y * a[5]; + + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.translate(dest, dest, vec); + * + * @param {mat3} out mat3 receiving operation result + * @param {vec2} v Translation vector + * @returns {mat3} out + */ +mat3.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = v[0]; + out[7] = v[1]; + out[8] = 1; + return out; +} + +/** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.rotate(dest, dest, rad); + * + * @param {mat3} out mat3 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ +mat3.fromRotation = function(out, rad) { + var s = Math.sin(rad), c = Math.cos(rad); + + out[0] = c; + out[1] = s; + out[2] = 0; + + out[3] = -s; + out[4] = c; + out[5] = 0; + + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +} + +/** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.scale(dest, dest, vec); + * + * @param {mat3} out mat3 receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat3} out + */ +mat3.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + + out[3] = 0; + out[4] = v[1]; + out[5] = 0; + + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +} + +/** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat2d} a the matrix to copy + * @returns {mat3} out + **/ +mat3.fromMat2d = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = 0; + + out[3] = a[2]; + out[4] = a[3]; + out[5] = 0; + + out[6] = a[4]; + out[7] = a[5]; + out[8] = 1; + return out; +}; + +/** +* Calculates a 3x3 matrix from the given quaternion +* +* @param {mat3} out mat3 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat3} out +*/ +mat3.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[3] = yx - wz; + out[6] = zx + wy; + + out[1] = yx + wz; + out[4] = 1 - xx - zz; + out[7] = zy - wx; + + out[2] = zx - wy; + out[5] = zy + wx; + out[8] = 1 - xx - yy; + + return out; +}; + +/** +* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix +* +* @param {mat3} out mat3 receiving operation result +* @param {mat4} a Mat4 to derive the normal matrix from +* +* @returns {mat3} out +*/ +mat3.normalFromMat4 = function (out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + + out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + + out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + + return out; +}; + +/** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; +}; + +/** + * Returns Frobenius norm of a mat3 + * + * @param {mat3} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat3.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) +}; + +/** + * Adds two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + out[4] = a[4] + b[4]; + out[5] = a[5] + b[5]; + out[6] = a[6] + b[6]; + out[7] = a[7] + b[7]; + out[8] = a[8] + b[8]; + return out; +}; + +/** + * Subtracts matrix b from matrix a + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + out[4] = a[4] - b[4]; + out[5] = a[5] - b[5]; + out[6] = a[6] - b[6]; + out[7] = a[7] - b[7]; + out[8] = a[8] - b[8]; + return out; +}; + +/** + * Alias for {@link mat3.subtract} + * @function + */ +mat3.sub = mat3.subtract; + +/** + * Multiply each element of the matrix by a scalar. + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to scale + * @param {Number} b amount to scale the matrix's elements by + * @returns {mat3} out + */ +mat3.multiplyScalar = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + out[4] = a[4] * b; + out[5] = a[5] * b; + out[6] = a[6] * b; + out[7] = a[7] * b; + out[8] = a[8] * b; + return out; +}; + +/** + * Adds two mat3's after multiplying each element of the second operand by a scalar value. + * + * @param {mat3} out the receiving vector + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @param {Number} scale the amount to scale b's elements by before adding + * @returns {mat3} out + */ +mat3.multiplyScalarAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + out[4] = a[4] + (b[4] * scale); + out[5] = a[5] + (b[5] * scale); + out[6] = a[6] + (b[6] * scale); + out[7] = a[7] + (b[7] * scale); + out[8] = a[8] + (b[8] * scale); + return out; +}; + +/* + * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) + * + * @param {mat3} a The first matrix. + * @param {mat3} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ +mat3.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && + a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && + a[6] === b[6] && a[7] === b[7] && a[8] === b[8]; +}; + +/** + * Returns whether or not the matrices have approximately the same elements in the same position. + * + * @param {mat3} a The first matrix. + * @param {mat3} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ +mat3.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], a6 = a[6], a7 = a[7], a8 = a[8]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5], b6 = a[6], b7 = b[7], b8 = b[8]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) && + Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) && + Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5)) && + Math.abs(a6 - b6) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a6), Math.abs(b6)) && + Math.abs(a7 - b7) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a7), Math.abs(b7)) && + Math.abs(a8 - b8) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a8), Math.abs(b8))); +}; + + +module.exports = mat3; diff --git a/node_modules/gl-matrix/src/gl-matrix/mat4.js b/node_modules/gl-matrix/src/gl-matrix/mat4.js new file mode 100644 index 00000000..fc308966 --- /dev/null +++ b/node_modules/gl-matrix/src/gl-matrix/mat4.js @@ -0,0 +1,2136 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var glMatrix = require("./common.js"); + +/** + * @class 4x4 Matrix + * @name mat4 + */ +var mat4 = { + scalar: {}, + SIMD: {}, +}; + +/** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ +mat4.create = function() { + var out = new glMatrix.ARRAY_TYPE(16); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ +mat4.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(16); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Create a new mat4 with the given values + * + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m03 Component in column 0, row 3 position (index 3) + * @param {Number} m10 Component in column 1, row 0 position (index 4) + * @param {Number} m11 Component in column 1, row 1 position (index 5) + * @param {Number} m12 Component in column 1, row 2 position (index 6) + * @param {Number} m13 Component in column 1, row 3 position (index 7) + * @param {Number} m20 Component in column 2, row 0 position (index 8) + * @param {Number} m21 Component in column 2, row 1 position (index 9) + * @param {Number} m22 Component in column 2, row 2 position (index 10) + * @param {Number} m23 Component in column 2, row 3 position (index 11) + * @param {Number} m30 Component in column 3, row 0 position (index 12) + * @param {Number} m31 Component in column 3, row 1 position (index 13) + * @param {Number} m32 Component in column 3, row 2 position (index 14) + * @param {Number} m33 Component in column 3, row 3 position (index 15) + * @returns {mat4} A new mat4 + */ +mat4.fromValues = function(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { + var out = new glMatrix.ARRAY_TYPE(16); + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m03; + out[4] = m10; + out[5] = m11; + out[6] = m12; + out[7] = m13; + out[8] = m20; + out[9] = m21; + out[10] = m22; + out[11] = m23; + out[12] = m30; + out[13] = m31; + out[14] = m32; + out[15] = m33; + return out; +}; + +/** + * Set the components of a mat4 to the given values + * + * @param {mat4} out the receiving matrix + * @param {Number} m00 Component in column 0, row 0 position (index 0) + * @param {Number} m01 Component in column 0, row 1 position (index 1) + * @param {Number} m02 Component in column 0, row 2 position (index 2) + * @param {Number} m03 Component in column 0, row 3 position (index 3) + * @param {Number} m10 Component in column 1, row 0 position (index 4) + * @param {Number} m11 Component in column 1, row 1 position (index 5) + * @param {Number} m12 Component in column 1, row 2 position (index 6) + * @param {Number} m13 Component in column 1, row 3 position (index 7) + * @param {Number} m20 Component in column 2, row 0 position (index 8) + * @param {Number} m21 Component in column 2, row 1 position (index 9) + * @param {Number} m22 Component in column 2, row 2 position (index 10) + * @param {Number} m23 Component in column 2, row 3 position (index 11) + * @param {Number} m30 Component in column 3, row 0 position (index 12) + * @param {Number} m31 Component in column 3, row 1 position (index 13) + * @param {Number} m32 Component in column 3, row 2 position (index 14) + * @param {Number} m33 Component in column 3, row 3 position (index 15) + * @returns {mat4} out + */ +mat4.set = function(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { + out[0] = m00; + out[1] = m01; + out[2] = m02; + out[3] = m03; + out[4] = m10; + out[5] = m11; + out[6] = m12; + out[7] = m13; + out[8] = m20; + out[9] = m21; + out[10] = m22; + out[11] = m23; + out[12] = m30; + out[13] = m31; + out[14] = m32; + out[15] = m33; + return out; +}; + + +/** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ +mat4.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Transpose the values of a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.scalar.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a03 = a[3], + a12 = a[6], a13 = a[7], + a23 = a[11]; + + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; +}; + +/** + * Transpose the values of a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.SIMD.transpose = function(out, a) { + var a0, a1, a2, a3, + tmp01, tmp23, + out0, out1, out2, out3; + + a0 = SIMD.Float32x4.load(a, 0); + a1 = SIMD.Float32x4.load(a, 4); + a2 = SIMD.Float32x4.load(a, 8); + a3 = SIMD.Float32x4.load(a, 12); + + tmp01 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + tmp23 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + out0 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); + out1 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); + SIMD.Float32x4.store(out, 0, out0); + SIMD.Float32x4.store(out, 4, out1); + + tmp01 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + tmp23 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + out2 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); + out3 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); + SIMD.Float32x4.store(out, 8, out2); + SIMD.Float32x4.store(out, 12, out3); + + return out; +}; + +/** + * Transpse a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.transpose = glMatrix.USE_SIMD ? mat4.SIMD.transpose : mat4.scalar.transpose; + +/** + * Inverts a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.scalar.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; + out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; + out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; + out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; + out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; + out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; + out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; + + return out; +}; + +/** + * Inverts a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.SIMD.invert = function(out, a) { + var row0, row1, row2, row3, + tmp1, + minor0, minor1, minor2, minor3, + det, + a0 = SIMD.Float32x4.load(a, 0), + a1 = SIMD.Float32x4.load(a, 4), + a2 = SIMD.Float32x4.load(a, 8), + a3 = SIMD.Float32x4.load(a, 12); + + // Compute matrix adjugate + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); + row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); + row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.mul(row2, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.mul(row1, tmp1); + minor1 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); + minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); + minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row1, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); + minor3 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); + minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); + minor2 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); + minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row0, row1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); + minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); + + // Compute matrix determinant + det = SIMD.Float32x4.mul(row0, minor0); + det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 2, 3, 0, 1), det); + det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 1, 0, 3, 2), det); + tmp1 = SIMD.Float32x4.reciprocalApproximation(det); + det = SIMD.Float32x4.sub( + SIMD.Float32x4.add(tmp1, tmp1), + SIMD.Float32x4.mul(det, SIMD.Float32x4.mul(tmp1, tmp1))); + det = SIMD.Float32x4.swizzle(det, 0, 0, 0, 0); + if (!det) { + return null; + } + + // Compute matrix inverse + SIMD.Float32x4.store(out, 0, SIMD.Float32x4.mul(det, minor0)); + SIMD.Float32x4.store(out, 4, SIMD.Float32x4.mul(det, minor1)); + SIMD.Float32x4.store(out, 8, SIMD.Float32x4.mul(det, minor2)); + SIMD.Float32x4.store(out, 12, SIMD.Float32x4.mul(det, minor3)); + return out; +} + +/** + * Inverts a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.invert = glMatrix.USE_SIMD ? mat4.SIMD.invert : mat4.scalar.invert; + +/** + * Calculates the adjugate of a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.scalar.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); + out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); + return out; +}; + +/** + * Calculates the adjugate of a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.SIMD.adjoint = function(out, a) { + var a0, a1, a2, a3; + var row0, row1, row2, row3; + var tmp1; + var minor0, minor1, minor2, minor3; + + var a0 = SIMD.Float32x4.load(a, 0); + var a1 = SIMD.Float32x4.load(a, 4); + var a2 = SIMD.Float32x4.load(a, 8); + var a3 = SIMD.Float32x4.load(a, 12); + + // Transpose the source matrix. Sort of. Not a true transpose operation + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); + row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); + row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.mul(row2, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.mul(row1, tmp1); + minor1 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); + minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); + minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row1, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); + minor3 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); + minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); + minor2 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); + minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row0, row1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); + minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); + + SIMD.Float32x4.store(out, 0, minor0); + SIMD.Float32x4.store(out, 4, minor1); + SIMD.Float32x4.store(out, 8, minor2); + SIMD.Float32x4.store(out, 12, minor3); + return out; +}; + +/** + * Calculates the adjugate of a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.adjoint = glMatrix.USE_SIMD ? mat4.SIMD.adjoint : mat4.scalar.adjoint; + +/** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ +mat4.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +}; + +/** + * Multiplies two mat4's explicitly using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand, must be a Float32Array + * @param {mat4} b the second operand, must be a Float32Array + * @returns {mat4} out + */ +mat4.SIMD.multiply = function (out, a, b) { + var a0 = SIMD.Float32x4.load(a, 0); + var a1 = SIMD.Float32x4.load(a, 4); + var a2 = SIMD.Float32x4.load(a, 8); + var a3 = SIMD.Float32x4.load(a, 12); + + var b0 = SIMD.Float32x4.load(b, 0); + var out0 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 0, out0); + + var b1 = SIMD.Float32x4.load(b, 4); + var out1 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 4, out1); + + var b2 = SIMD.Float32x4.load(b, 8); + var out2 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 8, out2); + + var b3 = SIMD.Float32x4.load(b, 12); + var out3 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 12, out3); + + return out; +}; + +/** + * Multiplies two mat4's explicitly not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.scalar.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; +}; + +/** + * Multiplies two mat4's using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.multiply = glMatrix.USE_SIMD ? mat4.SIMD.multiply : mat4.scalar.multiply; + +/** + * Alias for {@link mat4.multiply} + * @function + */ +mat4.mul = mat4.multiply; + +/** + * Translate a mat4 by the given vector not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.scalar.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; + + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; +}; + +/** + * Translates a mat4 by the given vector using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.SIMD.translate = function (out, a, v) { + var a0 = SIMD.Float32x4.load(a, 0), + a1 = SIMD.Float32x4.load(a, 4), + a2 = SIMD.Float32x4.load(a, 8), + a3 = SIMD.Float32x4.load(a, 12), + vec = SIMD.Float32x4(v[0], v[1], v[2] , 0); + + if (a !== out) { + out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; + out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; + out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; + } + + a0 = SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0)); + a1 = SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1)); + a2 = SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2)); + + var t0 = SIMD.Float32x4.add(a0, SIMD.Float32x4.add(a1, SIMD.Float32x4.add(a2, a3))); + SIMD.Float32x4.store(out, 12, t0); + + return out; +}; + +/** + * Translates a mat4 by the given vector using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.translate = glMatrix.USE_SIMD ? mat4.SIMD.translate : mat4.scalar.translate; + +/** + * Scales the mat4 by the dimensions in the given vec3 not using vectorization + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.scalar.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 using vectorization + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.SIMD.scale = function(out, a, v) { + var a0, a1, a2; + var vec = SIMD.Float32x4(v[0], v[1], v[2], 0); + + a0 = SIMD.Float32x4.load(a, 0); + SIMD.Float32x4.store( + out, 0, SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0))); + + a1 = SIMD.Float32x4.load(a, 4); + SIMD.Float32x4.store( + out, 4, SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1))); + + a2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store( + out, 8, SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2))); + + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + */ +mat4.scale = glMatrix.USE_SIMD ? mat4.SIMD.scale : mat4.scalar.scale; + +/** + * Rotates a mat4 by the given angle around the given axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < glMatrix.EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.scalar.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.SIMD.rotateX = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + var a_1 = SIMD.Float32x4.load(a, 4); + var a_2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store(out, 4, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_2, s))); + SIMD.Float32x4.store(out, 8, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_2, c), SIMD.Float32x4.mul(a_1, s))); + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis using SIMD if availabe and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateX = glMatrix.USE_SIMD ? mat4.SIMD.rotateX : mat4.scalar.rotateX; + +/** + * Rotates a matrix by the given angle around the Y axis not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.scalar.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.SIMD.rotateY = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + var a_0 = SIMD.Float32x4.load(a, 0); + var a_2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store(out, 0, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_2, s))); + SIMD.Float32x4.store(out, 8, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, s), SIMD.Float32x4.mul(a_2, c))); + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis if SIMD available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.rotateY = glMatrix.USE_SIMD ? mat4.SIMD.rotateY : mat4.scalar.rotateY; + +/** + * Rotates a matrix by the given angle around the Z axis not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.scalar.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.SIMD.rotateZ = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + var a_0 = SIMD.Float32x4.load(a, 0); + var a_1 = SIMD.Float32x4.load(a, 4); + SIMD.Float32x4.store(out, 0, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_1, s))); + SIMD.Float32x4.store(out, 4, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_0, s))); + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis if SIMD available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.rotateZ = glMatrix.USE_SIMD ? mat4.SIMD.rotateZ : mat4.scalar.rotateZ; + +/** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, dest, vec); + * + * @param {mat4} out mat4 receiving operation result + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + return out; +} + +/** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.scale(dest, dest, vec); + * + * @param {mat4} out mat4 receiving operation result + * @param {vec3} v Scaling vector + * @returns {mat4} out + */ +mat4.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = v[1]; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = v[2]; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +} + +/** + * Creates a matrix from a given angle around a given axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotate(dest, dest, rad, axis); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.fromRotation = function(out, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t; + + if (Math.abs(len) < glMatrix.EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + // Perform rotation-specific matrix multiplication + out[0] = x * x * t + c; + out[1] = y * x * t + z * s; + out[2] = z * x * t - y * s; + out[3] = 0; + out[4] = x * y * t - z * s; + out[5] = y * y * t + c; + out[6] = z * y * t + x * s; + out[7] = 0; + out[8] = x * z * t + y * s; + out[9] = y * z * t - x * s; + out[10] = z * z * t + c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +} + +/** + * Creates a matrix from the given angle around the X axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateX(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.fromXRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = c; + out[6] = s; + out[7] = 0; + out[8] = 0; + out[9] = -s; + out[10] = c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +} + +/** + * Creates a matrix from the given angle around the Y axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateY(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.fromYRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = c; + out[1] = 0; + out[2] = -s; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = s; + out[9] = 0; + out[10] = c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +} + +/** + * Creates a matrix from the given angle around the Z axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateZ(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.fromZRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = c; + out[1] = s; + out[2] = 0; + out[3] = 0; + out[4] = -s; + out[5] = c; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +} + +/** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; +}; + +/** + * Returns the translation vector component of a transformation + * matrix. If a matrix is built with fromRotationTranslation, + * the returned vector will be the same as the translation vector + * originally supplied. + * @param {vec3} out Vector to receive translation component + * @param {mat4} mat Matrix to be decomposed (input) + * @return {vec3} out + */ +mat4.getTranslation = function (out, mat) { + out[0] = mat[12]; + out[1] = mat[13]; + out[2] = mat[14]; + + return out; +}; + +/** + * Returns a quaternion representing the rotational component + * of a transformation matrix. If a matrix is built with + * fromRotationTranslation, the returned quaternion will be the + * same as the quaternion originally supplied. + * @param {quat} out Quaternion to receive the rotation component + * @param {mat4} mat Matrix to be decomposed (input) + * @return {quat} out + */ +mat4.getRotation = function (out, mat) { + // Algorithm taken from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + var trace = mat[0] + mat[5] + mat[10]; + var S = 0; + + if (trace > 0) { + S = Math.sqrt(trace + 1.0) * 2; + out[3] = 0.25 * S; + out[0] = (mat[6] - mat[9]) / S; + out[1] = (mat[8] - mat[2]) / S; + out[2] = (mat[1] - mat[4]) / S; + } else if ((mat[0] > mat[5])&(mat[0] > mat[10])) { + S = Math.sqrt(1.0 + mat[0] - mat[5] - mat[10]) * 2; + out[3] = (mat[6] - mat[9]) / S; + out[0] = 0.25 * S; + out[1] = (mat[1] + mat[4]) / S; + out[2] = (mat[8] + mat[2]) / S; + } else if (mat[5] > mat[10]) { + S = Math.sqrt(1.0 + mat[5] - mat[0] - mat[10]) * 2; + out[3] = (mat[8] - mat[2]) / S; + out[0] = (mat[1] + mat[4]) / S; + out[1] = 0.25 * S; + out[2] = (mat[6] + mat[9]) / S; + } else { + S = Math.sqrt(1.0 + mat[10] - mat[0] - mat[5]) * 2; + out[3] = (mat[1] - mat[4]) / S; + out[0] = (mat[8] + mat[2]) / S; + out[1] = (mat[6] + mat[9]) / S; + out[2] = 0.25 * S; + } + + return out; +}; + +/** + * Creates a matrix from a quaternion rotation, vector translation and vector scale + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * mat4.scale(dest, scale) + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @param {vec3} s Scaling vector + * @returns {mat4} out + */ +mat4.fromRotationTranslationScale = function (out, q, v, s) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2, + sx = s[0], + sy = s[1], + sz = s[2]; + + out[0] = (1 - (yy + zz)) * sx; + out[1] = (xy + wz) * sx; + out[2] = (xz - wy) * sx; + out[3] = 0; + out[4] = (xy - wz) * sy; + out[5] = (1 - (xx + zz)) * sy; + out[6] = (yz + wx) * sy; + out[7] = 0; + out[8] = (xz + wy) * sz; + out[9] = (yz - wx) * sz; + out[10] = (1 - (xx + yy)) * sz; + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; +}; + +/** + * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * mat4.translate(dest, origin); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * mat4.scale(dest, scale) + * mat4.translate(dest, negativeOrigin); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @param {vec3} s Scaling vector + * @param {vec3} o The origin vector around which to scale and rotate + * @returns {mat4} out + */ +mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2, + + sx = s[0], + sy = s[1], + sz = s[2], + + ox = o[0], + oy = o[1], + oz = o[2]; + + out[0] = (1 - (yy + zz)) * sx; + out[1] = (xy + wz) * sx; + out[2] = (xz - wy) * sx; + out[3] = 0; + out[4] = (xy - wz) * sy; + out[5] = (1 - (xx + zz)) * sy; + out[6] = (yz + wx) * sy; + out[7] = 0; + out[8] = (xz + wy) * sz; + out[9] = (yz - wx) * sz; + out[10] = (1 - (xx + yy)) * sz; + out[11] = 0; + out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz); + out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz); + out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz); + out[15] = 1; + + return out; +}; + +/** + * Calculates a 4x4 matrix from the given quaternion + * + * @param {mat4} out mat4 receiving operation result + * @param {quat} q Quaternion to create matrix from + * + * @returns {mat4} out + */ +mat4.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[1] = yx + wz; + out[2] = zx - wy; + out[3] = 0; + + out[4] = yx - wz; + out[5] = 1 - xx - zz; + out[6] = zy + wx; + out[7] = 0; + + out[8] = zx + wy; + out[9] = zy - wx; + out[10] = 1 - xx - yy; + out[11] = 0; + + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + + return out; +}; + +/** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given field of view. + * This is primarily useful for generating projection matrices to be used + * with the still experiemental WebVR API. + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspectiveFromFieldOfView = function (out, fov, near, far) { + var upTan = Math.tan(fov.upDegrees * Math.PI/180.0), + downTan = Math.tan(fov.downDegrees * Math.PI/180.0), + leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0), + rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0), + xScale = 2.0 / (leftTan + rightTan), + yScale = 2.0 / (upTan + downTan); + + out[0] = xScale; + out[1] = 0.0; + out[2] = 0.0; + out[3] = 0.0; + out[4] = 0.0; + out[5] = yScale; + out[6] = 0.0; + out[7] = 0.0; + out[8] = -((leftTan - rightTan) * xScale * 0.5); + out[9] = ((upTan - downTan) * yScale * 0.5); + out[10] = far / (near - far); + out[11] = -1.0; + out[12] = 0.0; + out[13] = 0.0; + out[14] = (far * near) / (near - far); + out[15] = 0.0; + return out; +} + +/** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; +}; + +/** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ +mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < glMatrix.EPSILON && + Math.abs(eyey - centery) < glMatrix.EPSILON && + Math.abs(eyez - centerz) < glMatrix.EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; +}; + +/** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; +}; + +/** + * Returns Frobenius norm of a mat4 + * + * @param {mat4} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat4.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) +}; + +/** + * Adds two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + out[4] = a[4] + b[4]; + out[5] = a[5] + b[5]; + out[6] = a[6] + b[6]; + out[7] = a[7] + b[7]; + out[8] = a[8] + b[8]; + out[9] = a[9] + b[9]; + out[10] = a[10] + b[10]; + out[11] = a[11] + b[11]; + out[12] = a[12] + b[12]; + out[13] = a[13] + b[13]; + out[14] = a[14] + b[14]; + out[15] = a[15] + b[15]; + return out; +}; + +/** + * Subtracts matrix b from matrix a + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + out[4] = a[4] - b[4]; + out[5] = a[5] - b[5]; + out[6] = a[6] - b[6]; + out[7] = a[7] - b[7]; + out[8] = a[8] - b[8]; + out[9] = a[9] - b[9]; + out[10] = a[10] - b[10]; + out[11] = a[11] - b[11]; + out[12] = a[12] - b[12]; + out[13] = a[13] - b[13]; + out[14] = a[14] - b[14]; + out[15] = a[15] - b[15]; + return out; +}; + +/** + * Alias for {@link mat4.subtract} + * @function + */ +mat4.sub = mat4.subtract; + +/** + * Multiply each element of the matrix by a scalar. + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {Number} b amount to scale the matrix's elements by + * @returns {mat4} out + */ +mat4.multiplyScalar = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + out[4] = a[4] * b; + out[5] = a[5] * b; + out[6] = a[6] * b; + out[7] = a[7] * b; + out[8] = a[8] * b; + out[9] = a[9] * b; + out[10] = a[10] * b; + out[11] = a[11] * b; + out[12] = a[12] * b; + out[13] = a[13] * b; + out[14] = a[14] * b; + out[15] = a[15] * b; + return out; +}; + +/** + * Adds two mat4's after multiplying each element of the second operand by a scalar value. + * + * @param {mat4} out the receiving vector + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @param {Number} scale the amount to scale b's elements by before adding + * @returns {mat4} out + */ +mat4.multiplyScalarAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + out[4] = a[4] + (b[4] * scale); + out[5] = a[5] + (b[5] * scale); + out[6] = a[6] + (b[6] * scale); + out[7] = a[7] + (b[7] * scale); + out[8] = a[8] + (b[8] * scale); + out[9] = a[9] + (b[9] * scale); + out[10] = a[10] + (b[10] * scale); + out[11] = a[11] + (b[11] * scale); + out[12] = a[12] + (b[12] * scale); + out[13] = a[13] + (b[13] * scale); + out[14] = a[14] + (b[14] * scale); + out[15] = a[15] + (b[15] * scale); + return out; +}; + +/** + * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) + * + * @param {mat4} a The first matrix. + * @param {mat4} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ +mat4.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && + a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && + a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && + a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15]; +}; + +/** + * Returns whether or not the matrices have approximately the same elements in the same position. + * + * @param {mat4} a The first matrix. + * @param {mat4} b The second matrix. + * @returns {Boolean} True if the matrices are equal, false otherwise. + */ +mat4.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + a4 = a[4], a5 = a[5], a6 = a[6], a7 = a[7], + a8 = a[8], a9 = a[9], a10 = a[10], a11 = a[11], + a12 = a[12], a13 = a[13], a14 = a[14], a15 = a[15]; + + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], + b4 = b[4], b5 = b[5], b6 = b[6], b7 = b[7], + b8 = b[8], b9 = b[9], b10 = b[10], b11 = b[11], + b12 = b[12], b13 = b[13], b14 = b[14], b15 = b[15]; + + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)) && + Math.abs(a4 - b4) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a4), Math.abs(b4)) && + Math.abs(a5 - b5) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a5), Math.abs(b5)) && + Math.abs(a6 - b6) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a6), Math.abs(b6)) && + Math.abs(a7 - b7) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a7), Math.abs(b7)) && + Math.abs(a8 - b8) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a8), Math.abs(b8)) && + Math.abs(a9 - b9) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a9), Math.abs(b9)) && + Math.abs(a10 - b10) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a10), Math.abs(b10)) && + Math.abs(a11 - b11) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a11), Math.abs(b11)) && + Math.abs(a12 - b12) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a12), Math.abs(b12)) && + Math.abs(a13 - b13) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a13), Math.abs(b13)) && + Math.abs(a14 - b14) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a14), Math.abs(b14)) && + Math.abs(a15 - b15) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a15), Math.abs(b15))); +}; + + + +module.exports = mat4; diff --git a/node_modules/gl-matrix/src/gl-matrix/quat.js b/node_modules/gl-matrix/src/gl-matrix/quat.js new file mode 100644 index 00000000..1a7a31f0 --- /dev/null +++ b/node_modules/gl-matrix/src/gl-matrix/quat.js @@ -0,0 +1,600 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var glMatrix = require("./common.js"); +var mat3 = require("./mat3.js"); +var vec3 = require("./vec3.js"); +var vec4 = require("./vec4.js"); + +/** + * @class Quaternion + * @name quat + */ +var quat = {}; + +/** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ +quat.create = function() { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quaternion to represent the shortest rotation from one + * vector to another. + * + * Both vectors are assumed to be unit length. + * + * @param {quat} out the receiving quaternion. + * @param {vec3} a the initial vector + * @param {vec3} b the destination vector + * @returns {quat} out + */ +quat.rotationTo = (function() { + var tmpvec3 = vec3.create(); + var xUnitVec3 = vec3.fromValues(1,0,0); + var yUnitVec3 = vec3.fromValues(0,1,0); + + return function(out, a, b) { + var dot = vec3.dot(a, b); + if (dot < -0.999999) { + vec3.cross(tmpvec3, xUnitVec3, a); + if (vec3.length(tmpvec3) < 0.000001) + vec3.cross(tmpvec3, yUnitVec3, a); + vec3.normalize(tmpvec3, tmpvec3); + quat.setAxisAngle(out, tmpvec3, Math.PI); + return out; + } else if (dot > 0.999999) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + } else { + vec3.cross(tmpvec3, a, b); + out[0] = tmpvec3[0]; + out[1] = tmpvec3[1]; + out[2] = tmpvec3[2]; + out[3] = 1 + dot; + return quat.normalize(out, out); + } + }; +})(); + +/** + * Sets the specified quaternion with values corresponding to the given + * axes. Each axis is a vec3 and is expected to be unit length and + * perpendicular to all other specified axes. + * + * @param {vec3} view the vector representing the viewing direction + * @param {vec3} right the vector representing the local "right" direction + * @param {vec3} up the vector representing the local "up" direction + * @returns {quat} out + */ +quat.setAxes = (function() { + var matr = mat3.create(); + + return function(out, view, right, up) { + matr[0] = right[0]; + matr[3] = right[1]; + matr[6] = right[2]; + + matr[1] = up[0]; + matr[4] = up[1]; + matr[7] = up[2]; + + matr[2] = -view[0]; + matr[5] = -view[1]; + matr[8] = -view[2]; + + return quat.normalize(out, quat.fromMat3(out, matr)); + }; +})(); + +/** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ +quat.clone = vec4.clone; + +/** + * Creates a new quat initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} a new quaternion + * @function + */ +quat.fromValues = vec4.fromValues; + +/** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ +quat.copy = vec4.copy; + +/** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + * @function + */ +quat.set = vec4.set; + +/** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ +quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ +quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; +}; + +/** + * Gets the rotation axis and angle for a given + * quaternion. If a quaternion is created with + * setAxisAngle, this method will return the same + * values as providied in the original parameter list + * OR functionally equivalent values. + * Example: The quaternion formed by axis [0, 0, 1] and + * angle -90 is the same as the quaternion formed by + * [0, 0, 1] and 270. This method favors the latter. + * @param {vec3} out_axis Vector receiving the axis of rotation + * @param {quat} q Quaternion to be decomposed + * @return {Number} Angle, in radians, of the rotation + */ +quat.getAxisAngle = function(out_axis, q) { + var rad = Math.acos(q[3]) * 2.0; + var s = Math.sin(rad / 2.0); + if (s != 0.0) { + out_axis[0] = q[0] / s; + out_axis[1] = q[1] / s; + out_axis[2] = q[2] / s; + } else { + // If s is zero, return any axis (no rotation - axis does not matter) + out_axis[0] = 1; + out_axis[1] = 0; + out_axis[2] = 0; + } + return rad; +}; + +/** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ +quat.add = vec4.add; + +/** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; +}; + +/** + * Alias for {@link quat.multiply} + * @function + */ +quat.mul = quat.multiply; + +/** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ +quat.scale = vec4.scale; + +/** + * Rotates a quaternion by the given angle about the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; +}; + +/** + * Rotates a quaternion by the given angle about the Y axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; +}; + +/** + * Rotates a quaternion by the given angle about the Z axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; +}; + +/** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ +quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; +}; + +/** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ +quat.dot = vec4.dot; + +/** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ +quat.lerp = vec4.lerp; + +/** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.slerp = function (out, a, b, t) { + // benchmarks: + // http://jsperf.com/quaternion-slerp-implementations + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + var omega, cosom, sinom, scale0, scale1; + + // calc cosine + cosom = ax * bx + ay * by + az * bz + aw * bw; + // adjust signs (if necessary) + if ( cosom < 0.0 ) { + cosom = -cosom; + bx = - bx; + by = - by; + bz = - bz; + bw = - bw; + } + // calculate coefficients + if ( (1.0 - cosom) > 0.000001 ) { + // standard case (slerp) + omega = Math.acos(cosom); + sinom = Math.sin(omega); + scale0 = Math.sin((1.0 - t) * omega) / sinom; + scale1 = Math.sin(t * omega) / sinom; + } else { + // "from" and "to" quaternions are very close + // ... so we can do a linear interpolation + scale0 = 1.0 - t; + scale1 = t; + } + // calculate final values + out[0] = scale0 * ax + scale1 * bx; + out[1] = scale0 * ay + scale1 * by; + out[2] = scale0 * az + scale1 * bz; + out[3] = scale0 * aw + scale1 * bw; + + return out; +}; + +/** + * Performs a spherical linear interpolation with two control points + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {quat} c the third operand + * @param {quat} d the fourth operand + * @param {Number} t interpolation amount + * @returns {quat} out + */ +quat.sqlerp = (function () { + var temp1 = quat.create(); + var temp2 = quat.create(); + + return function (out, a, b, c, d, t) { + quat.slerp(temp1, a, d, t); + quat.slerp(temp2, b, c, t); + quat.slerp(out, temp1, temp2, 2 * t * (1 - t)); + + return out; + }; +}()); + +/** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ +quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; +}; + +/** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ +quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ +quat.length = vec4.length; + +/** + * Alias for {@link quat.length} + * @function + */ +quat.len = quat.length; + +/** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ +quat.squaredLength = vec4.squaredLength; + +/** + * Alias for {@link quat.squaredLength} + * @function + */ +quat.sqrLen = quat.squaredLength; + +/** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ +quat.normalize = vec4.normalize; + +/** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * NOTE: The resultant quaternion is not normalized, so you should be sure + * to renormalize the quaternion yourself where necessary. + * + * @param {quat} out the receiving quaternion + * @param {mat3} m rotation matrix + * @returns {quat} out + * @function + */ +quat.fromMat3 = function(out, m) { + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + var fTrace = m[0] + m[4] + m[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + out[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + out[0] = (m[5]-m[7])*fRoot; + out[1] = (m[6]-m[2])*fRoot; + out[2] = (m[1]-m[3])*fRoot; + } else { + // |w| <= 1/2 + var i = 0; + if ( m[4] > m[0] ) + i = 1; + if ( m[8] > m[i*3+i] ) + i = 2; + var j = (i+1)%3; + var k = (i+2)%3; + + fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); + out[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + out[3] = (m[j*3+k] - m[k*3+j]) * fRoot; + out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; + out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; + } + + return out; +}; + +/** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +/** + * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===) + * + * @param {quat} a The first quaternion. + * @param {quat} b The second quaternion. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +quat.exactEquals = vec4.exactEquals; + +/** + * Returns whether or not the quaternions have approximately the same elements in the same position. + * + * @param {quat} a The first vector. + * @param {quat} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +quat.equals = vec4.equals; + +module.exports = quat; diff --git a/node_modules/gl-matrix/src/gl-matrix/vec2.js b/node_modules/gl-matrix/src/gl-matrix/vec2.js new file mode 100644 index 00000000..a2d77d58 --- /dev/null +++ b/node_modules/gl-matrix/src/gl-matrix/vec2.js @@ -0,0 +1,587 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var glMatrix = require("./common.js"); + +/** + * @class 2 Dimensional Vector + * @name vec2 + */ +var vec2 = {}; + +/** + * Creates a new, empty vec2 + * + * @returns {vec2} a new 2D vector + */ +vec2.create = function() { + var out = new glMatrix.ARRAY_TYPE(2); + out[0] = 0; + out[1] = 0; + return out; +}; + +/** + * Creates a new vec2 initialized with values from an existing vector + * + * @param {vec2} a vector to clone + * @returns {vec2} a new 2D vector + */ +vec2.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(2); + out[0] = a[0]; + out[1] = a[1]; + return out; +}; + +/** + * Creates a new vec2 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} a new 2D vector + */ +vec2.fromValues = function(x, y) { + var out = new glMatrix.ARRAY_TYPE(2); + out[0] = x; + out[1] = y; + return out; +}; + +/** + * Copy the values from one vec2 to another + * + * @param {vec2} out the receiving vector + * @param {vec2} a the source vector + * @returns {vec2} out + */ +vec2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + return out; +}; + +/** + * Set the components of a vec2 to the given values + * + * @param {vec2} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} out + */ +vec2.set = function(out, x, y) { + out[0] = x; + out[1] = y; + return out; +}; + +/** + * Adds two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + return out; +}; + +/** + * Subtracts vector b from vector a + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + return out; +}; + +/** + * Alias for {@link vec2.subtract} + * @function + */ +vec2.sub = vec2.subtract; + +/** + * Multiplies two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + return out; +}; + +/** + * Alias for {@link vec2.multiply} + * @function + */ +vec2.mul = vec2.multiply; + +/** + * Divides two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + return out; +}; + +/** + * Alias for {@link vec2.divide} + * @function + */ +vec2.div = vec2.divide; + +/** + * Math.ceil the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to ceil + * @returns {vec2} out + */ +vec2.ceil = function (out, a) { + out[0] = Math.ceil(a[0]); + out[1] = Math.ceil(a[1]); + return out; +}; + +/** + * Math.floor the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to floor + * @returns {vec2} out + */ +vec2.floor = function (out, a) { + out[0] = Math.floor(a[0]); + out[1] = Math.floor(a[1]); + return out; +}; + +/** + * Returns the minimum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + return out; +}; + +/** + * Returns the maximum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + return out; +}; + +/** + * Math.round the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to round + * @returns {vec2} out + */ +vec2.round = function (out, a) { + out[0] = Math.round(a[0]); + out[1] = Math.round(a[1]); + return out; +}; + +/** + * Scales a vec2 by a scalar number + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec2} out + */ +vec2.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + return out; +}; + +/** + * Adds two vec2's after scaling the second operand by a scalar value + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec2} out + */ +vec2.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + return out; +}; + +/** + * Calculates the euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} distance between a and b + */ +vec2.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Alias for {@link vec2.distance} + * @function + */ +vec2.dist = vec2.distance; + +/** + * Calculates the squared euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} squared distance between a and b + */ +vec2.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return x*x + y*y; +}; + +/** + * Alias for {@link vec2.squaredDistance} + * @function + */ +vec2.sqrDist = vec2.squaredDistance; + +/** + * Calculates the length of a vec2 + * + * @param {vec2} a vector to calculate length of + * @returns {Number} length of a + */ +vec2.length = function (a) { + var x = a[0], + y = a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Alias for {@link vec2.length} + * @function + */ +vec2.len = vec2.length; + +/** + * Calculates the squared length of a vec2 + * + * @param {vec2} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec2.squaredLength = function (a) { + var x = a[0], + y = a[1]; + return x*x + y*y; +}; + +/** + * Alias for {@link vec2.squaredLength} + * @function + */ +vec2.sqrLen = vec2.squaredLength; + +/** + * Negates the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to negate + * @returns {vec2} out + */ +vec2.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + return out; +}; + +/** + * Returns the inverse of the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to invert + * @returns {vec2} out + */ +vec2.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + return out; +}; + +/** + * Normalize a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to normalize + * @returns {vec2} out + */ +vec2.normalize = function(out, a) { + var x = a[0], + y = a[1]; + var len = x*x + y*y; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ +vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; +}; + +/** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ +vec2.cross = function(out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; +}; + +/** + * Performs a linear interpolation between two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ +vec2.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + return out; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec2} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec2} out + */ +vec2.random = function (out, scale) { + scale = scale || 1.0; + var r = glMatrix.RANDOM() * 2.0 * Math.PI; + out[0] = Math.cos(r) * scale; + out[1] = Math.sin(r) * scale; + return out; +}; + +/** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; +}; + +/** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2d = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; +}; + +/** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat3 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; +}; + +/** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat4 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[4] * y + m[12]; + out[1] = m[1] * x + m[5] * y + m[13]; + return out; +}; + +/** + * Perform some operation over an array of vec2s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec2.forEach = (function() { + var vec = vec2.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 2; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; +}; + +/** + * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===) + * + * @param {vec2} a The first vector. + * @param {vec2} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +vec2.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1]; +}; + +/** + * Returns whether or not the vectors have approximately the same elements in the same position. + * + * @param {vec2} a The first vector. + * @param {vec2} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +vec2.equals = function (a, b) { + var a0 = a[0], a1 = a[1]; + var b0 = b[0], b1 = b[1]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1))); +}; + +module.exports = vec2; diff --git a/node_modules/gl-matrix/src/gl-matrix/vec3.js b/node_modules/gl-matrix/src/gl-matrix/vec3.js new file mode 100644 index 00000000..b2cc6522 --- /dev/null +++ b/node_modules/gl-matrix/src/gl-matrix/vec3.js @@ -0,0 +1,777 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var glMatrix = require("./common.js"); + +/** + * @class 3 Dimensional Vector + * @name vec3 + */ +var vec3 = {}; + +/** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ +vec3.create = function() { + var out = new glMatrix.ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; +}; + +/** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ +vec3.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Creates a new vec3 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} a new 3D vector + */ +vec3.fromValues = function(x, y, z) { + var out = new glMatrix.ARRAY_TYPE(3); + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Copy the values from one vec3 to another + * + * @param {vec3} out the receiving vector + * @param {vec3} a the source vector + * @returns {vec3} out + */ +vec3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Set the components of a vec3 to the given values + * + * @param {vec3} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} out + */ +vec3.set = function(out, x, y, z) { + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Adds two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + return out; +}; + +/** + * Subtracts vector b from vector a + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; +}; + +/** + * Alias for {@link vec3.subtract} + * @function + */ +vec3.sub = vec3.subtract; + +/** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; +}; + +/** + * Alias for {@link vec3.multiply} + * @function + */ +vec3.mul = vec3.multiply; + +/** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; +}; + +/** + * Alias for {@link vec3.divide} + * @function + */ +vec3.div = vec3.divide; + +/** + * Math.ceil the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to ceil + * @returns {vec3} out + */ +vec3.ceil = function (out, a) { + out[0] = Math.ceil(a[0]); + out[1] = Math.ceil(a[1]); + out[2] = Math.ceil(a[2]); + return out; +}; + +/** + * Math.floor the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to floor + * @returns {vec3} out + */ +vec3.floor = function (out, a) { + out[0] = Math.floor(a[0]); + out[1] = Math.floor(a[1]); + out[2] = Math.floor(a[2]); + return out; +}; + +/** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + return out; +}; + +/** + * Returns the maximum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + return out; +}; + +/** + * Math.round the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to round + * @returns {vec3} out + */ +vec3.round = function (out, a) { + out[0] = Math.round(a[0]); + out[1] = Math.round(a[1]); + out[2] = Math.round(a[2]); + return out; +}; + +/** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec3} out + */ +vec3.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + return out; +}; + +/** + * Adds two vec3's after scaling the second operand by a scalar value + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec3} out + */ +vec3.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + return out; +}; + +/** + * Calculates the euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ +vec3.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.distance} + * @function + */ +vec3.dist = vec3.distance; + +/** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ +vec3.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredDistance} + * @function + */ +vec3.sqrDist = vec3.squaredDistance; + +/** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ +vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.length} + * @function + */ +vec3.len = vec3.length; + +/** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredLength} + * @function + */ +vec3.sqrLen = vec3.squaredLength; + +/** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ +vec3.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; +}; + +/** + * Returns the inverse of the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to invert + * @returns {vec3} out + */ +vec3.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + return out; +}; + +/** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ +vec3.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2]; + var len = x*x + y*y + z*z; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ +vec3.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +}; + +/** + * Computes the cross product of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.cross = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], + bx = b[0], by = b[1], bz = b[2]; + + out[0] = ay * bz - az * by; + out[1] = az * bx - ax * bz; + out[2] = ax * by - ay * bx; + return out; +}; + +/** + * Performs a linear interpolation between two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + return out; +}; + +/** + * Performs a hermite interpolation with two control points + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {vec3} c the third operand + * @param {vec3} d the fourth operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.hermite = function (out, a, b, c, d, t) { + var factorTimes2 = t * t, + factor1 = factorTimes2 * (2 * t - 3) + 1, + factor2 = factorTimes2 * (t - 2) + t, + factor3 = factorTimes2 * (t - 1), + factor4 = factorTimes2 * (3 - 2 * t); + + out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; + out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; + out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; + + return out; +}; + +/** + * Performs a bezier interpolation with two control points + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {vec3} c the third operand + * @param {vec3} d the fourth operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.bezier = function (out, a, b, c, d, t) { + var inverseFactor = 1 - t, + inverseFactorTimesTwo = inverseFactor * inverseFactor, + factorTimes2 = t * t, + factor1 = inverseFactorTimesTwo * inverseFactor, + factor2 = 3 * t * inverseFactorTimesTwo, + factor3 = 3 * factorTimes2 * inverseFactor, + factor4 = factorTimes2 * t; + + out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; + out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; + out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; + + return out; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec3} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec3} out + */ +vec3.random = function (out, scale) { + scale = scale || 1.0; + + var r = glMatrix.RANDOM() * 2.0 * Math.PI; + var z = (glMatrix.RANDOM() * 2.0) - 1.0; + var zScale = Math.sqrt(1.0-z*z) * scale; + + out[0] = Math.cos(r) * zScale; + out[1] = Math.sin(r) * zScale; + out[2] = z * scale; + return out; +}; + +/** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], + w = m[3] * x + m[7] * y + m[11] * z + m[15]; + w = w || 1.0; + out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; + out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; + out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; + return out; +}; + +/** + * Transforms the vec3 with a mat3. + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m the 3x3 matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat3 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = x * m[0] + y * m[3] + z * m[6]; + out[1] = x * m[1] + y * m[4] + z * m[7]; + out[2] = x * m[2] + y * m[5] + z * m[8]; + return out; +}; + +/** + * Transforms the vec3 with a quat + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ +vec3.transformQuat = function(out, a, q) { + // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations + + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Rotate a 3D vector around the x-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ +vec3.rotateX = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]; + r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c); + r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/** + * Rotate a 3D vector around the y-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ +vec3.rotateY = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c); + r[1] = p[1]; + r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/** + * Rotate a 3D vector around the z-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ +vec3.rotateZ = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c); + r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); + r[2] = p[2]; + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/** + * Perform some operation over an array of vec3s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec3.forEach = (function() { + var vec = vec3.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 3; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; + } + + return a; + }; +})(); + +/** + * Get the angle between two 3D vectors + * @param {vec3} a The first operand + * @param {vec3} b The second operand + * @returns {Number} The angle in radians + */ +vec3.angle = function(a, b) { + + var tempA = vec3.fromValues(a[0], a[1], a[2]); + var tempB = vec3.fromValues(b[0], b[1], b[2]); + + vec3.normalize(tempA, tempA); + vec3.normalize(tempB, tempB); + + var cosine = vec3.dot(tempA, tempB); + + if(cosine > 1.0){ + return 0; + } else { + return Math.acos(cosine); + } +}; + +/** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; +}; + +/** + * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===) + * + * @param {vec3} a The first vector. + * @param {vec3} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +vec3.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]; +}; + +/** + * Returns whether or not the vectors have approximately the same elements in the same position. + * + * @param {vec3} a The first vector. + * @param {vec3} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +vec3.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2]; + var b0 = b[0], b1 = b[1], b2 = b[2]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2))); +}; + +module.exports = vec3; diff --git a/node_modules/gl-matrix/src/gl-matrix/vec4.js b/node_modules/gl-matrix/src/gl-matrix/vec4.js new file mode 100644 index 00000000..f19529f6 --- /dev/null +++ b/node_modules/gl-matrix/src/gl-matrix/vec4.js @@ -0,0 +1,609 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var glMatrix = require("./common.js"); + +/** + * @class 4 Dimensional Vector + * @name vec4 + */ +var vec4 = {}; + +/** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ +vec4.create = function() { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 0; + return out; +}; + +/** + * Creates a new vec4 initialized with values from an existing vector + * + * @param {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ +vec4.clone = function(a) { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Creates a new vec4 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} a new 4D vector + */ +vec4.fromValues = function(x, y, z, w) { + var out = new glMatrix.ARRAY_TYPE(4); + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Copy the values from one vec4 to another + * + * @param {vec4} out the receiving vector + * @param {vec4} a the source vector + * @returns {vec4} out + */ +vec4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set the components of a vec4 to the given values + * + * @param {vec4} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} out + */ +vec4.set = function(out, x, y, z, w) { + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Adds two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + return out; +}; + +/** + * Subtracts vector b from vector a + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + return out; +}; + +/** + * Alias for {@link vec4.subtract} + * @function + */ +vec4.sub = vec4.subtract; + +/** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + out[3] = a[3] * b[3]; + return out; +}; + +/** + * Alias for {@link vec4.multiply} + * @function + */ +vec4.mul = vec4.multiply; + +/** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + out[3] = a[3] / b[3]; + return out; +}; + +/** + * Alias for {@link vec4.divide} + * @function + */ +vec4.div = vec4.divide; + +/** + * Math.ceil the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to ceil + * @returns {vec4} out + */ +vec4.ceil = function (out, a) { + out[0] = Math.ceil(a[0]); + out[1] = Math.ceil(a[1]); + out[2] = Math.ceil(a[2]); + out[3] = Math.ceil(a[3]); + return out; +}; + +/** + * Math.floor the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to floor + * @returns {vec4} out + */ +vec4.floor = function (out, a) { + out[0] = Math.floor(a[0]); + out[1] = Math.floor(a[1]); + out[2] = Math.floor(a[2]); + out[3] = Math.floor(a[3]); + return out; +}; + +/** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + out[3] = Math.min(a[3], b[3]); + return out; +}; + +/** + * Returns the maximum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + out[3] = Math.max(a[3], b[3]); + return out; +}; + +/** + * Math.round the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to round + * @returns {vec4} out + */ +vec4.round = function (out, a) { + out[0] = Math.round(a[0]); + out[1] = Math.round(a[1]); + out[2] = Math.round(a[2]); + out[3] = Math.round(a[3]); + return out; +}; + +/** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec4} out + */ +vec4.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + return out; +}; + +/** + * Adds two vec4's after scaling the second operand by a scalar value + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec4} out + */ +vec4.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + return out; +}; + +/** + * Calculates the euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ +vec4.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.distance} + * @function + */ +vec4.dist = vec4.distance; + +/** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ +vec4.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredDistance} + * @function + */ +vec4.sqrDist = vec4.squaredDistance; + +/** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ +vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.length} + * @function + */ +vec4.len = vec4.length; + +/** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredLength} + * @function + */ +vec4.sqrLen = vec4.squaredLength; + +/** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ +vec4.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; +}; + +/** + * Returns the inverse of the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to invert + * @returns {vec4} out + */ +vec4.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + out[3] = 1.0 / a[3]; + return out; +}; + +/** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ +vec4.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x*x + y*y + z*z + w*w; + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = x * len; + out[1] = y * len; + out[2] = z * len; + out[3] = w * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ +vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +}; + +/** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ +vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + out[3] = aw + t * (b[3] - aw); + return out; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec4} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec4} out + */ +vec4.random = function (out, scale) { + scale = scale || 1.0; + + //TODO: This is a pretty awful way of doing this. Find something better. + out[0] = glMatrix.RANDOM(); + out[1] = glMatrix.RANDOM(); + out[2] = glMatrix.RANDOM(); + out[3] = glMatrix.RANDOM(); + vec4.normalize(out, out); + vec4.scale(out, out, scale); + return out; +}; + +/** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ +vec4.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], w = a[3]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; + out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; + return out; +}; + +/** + * Transforms the vec4 with a quat + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ +vec4.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + out[3] = a[3]; + return out; +}; + +/** + * Perform some operation over an array of vec4s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec4.forEach = (function() { + var vec = vec4.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 4; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +/** + * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===) + * + * @param {vec4} a The first vector. + * @param {vec4} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +vec4.exactEquals = function (a, b) { + return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3]; +}; + +/** + * Returns whether or not the vectors have approximately the same elements in the same position. + * + * @param {vec4} a The first vector. + * @param {vec4} b The second vector. + * @returns {Boolean} True if the vectors are equal, false otherwise. + */ +vec4.equals = function (a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) && + Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) && + Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) && + Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3))); +}; + +module.exports = vec4; diff --git a/node_modules/gl-matrix/webpack.config.js b/node_modules/gl-matrix/webpack.config.js new file mode 100644 index 00000000..b9eace3a --- /dev/null +++ b/node_modules/gl-matrix/webpack.config.js @@ -0,0 +1,47 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var fs = require('fs'); +var webpack = require('webpack'); + +var entryFile = './src/gl-matrix.js'; + +// Read the comments from the top of the main gl-matrix file and append them to +// the minified version. +var header = ''; +var mainFile = fs.readFileSync(entryFile, { encoding: 'utf8' }); +if (mainFile) { + var headerIndex = mainFile.indexOf('\/\/ END HEADER'); + if (headerIndex >= 0) { + header = mainFile.substr(0, headerIndex); + } +} + +module.exports = { + entry: entryFile, + output: { + path: __dirname + '/dist', + filename: 'gl-matrix.js', + libraryTarget: 'umd' + }, + plugins: [ + new webpack.BannerPlugin(header, { raw: true }), + ] +}; \ No newline at end of file diff --git a/node_modules/gl-matrix/webpack.config.min.js b/node_modules/gl-matrix/webpack.config.min.js new file mode 100644 index 00000000..c7f91092 --- /dev/null +++ b/node_modules/gl-matrix/webpack.config.min.js @@ -0,0 +1,28 @@ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +var webpack = require('webpack'); +module.exports = require('./webpack.config.js'); + +module.exports.plugins.unshift( + new webpack.optimize.UglifyJsPlugin() +); + +module.exports.output.filename = 'gl-matrix-min.js'; \ No newline at end of file diff --git a/node_modules/glob-base/LICENSE b/node_modules/glob-base/LICENSE new file mode 100644 index 00000000..65f90aca --- /dev/null +++ b/node_modules/glob-base/LICENSE @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2015, Jon Schlinkert. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/node_modules/glob-base/README.md b/node_modules/glob-base/README.md new file mode 100644 index 00000000..1da2e82f --- /dev/null +++ b/node_modules/glob-base/README.md @@ -0,0 +1,158 @@ +# glob-base [](http://badge.fury.io/js/glob-base) [](https://travis-ci.org/jonschlinkert/glob-base) + +> Returns an object with the (non-glob) base path and the actual pattern. + +Use [glob-parent](https://github.com/es128/glob-parent) if you just want the base path. + +## Install with [npm](npmjs.org) + +```bash +npm i glob-base --save +``` + +## Related projects +* [glob-parent](https://github.com/es128/glob-parent): Strips glob magic from a string to provide the parent path +* [micromatch](https://github.com/jonschlinkert/micromatch): Glob matching for javascript/node.js. A faster alternative to minimatch (10-45x faster on avg), with all the features you're used to using in your Grunt and gulp tasks. +* [parse-glob](https://github.com/jonschlinkert/parse-glob): Parse a glob pattern into an object of tokens. +* [is-glob](https://github.com/jonschlinkert/is-glob): Returns `true` if the given string looks like a glob pattern. +* [braces](https://github.com/jonschlinkert/braces): Fastest brace expansion for node.js, with the most complete support for the Bash 4.3 braces specification. +* [fill-range](https://github.com/jonschlinkert/fill-range): Fill in a range of numbers or letters, optionally passing an increment or multiplier to use. +* [expand-range](https://github.com/jonschlinkert/expand-range): Fast, bash-like range expansion. Expand a range of numbers or letters, uppercase or lowercase. See the benchmarks. Used by micromatch. + +## Usage + +```js +var globBase = require('glob-base'); + +globBase('a/b/.git/'); +//=> { base: 'a/b/.git/', isGlob: false, glob: '' }) + +globBase('a/b/**/e'); +//=> { base: 'a/b', isGlob: true, glob: '**/e' } + +globBase('a/b/*.{foo,bar}'); +//=> { base: 'a/b', isGlob: true, glob: '*.{foo,bar}' } + +globBase('a/b/.git/**'); +//=> { base: 'a/b/.git', isGlob: true, glob: '**' } + +globBase('a/b/c/*.md'); +//=> { base: 'a/b/c', isGlob: true, glob: '*.md' } + +globBase('a/b/c/.*.md'); +//=> { base: 'a/b/c', isGlob: true, glob: '.*.md' } + +globBase('a/b/{c,d}'); +//=> { base: 'a/b', isGlob: true, glob: '{c,d}' } + +globBase('!*.min.js'); +//=> { base: '.', isGlob: true, glob: '!*.min.js' } + +globBase('!foo'); +//=> { base: '.', isGlob: true, glob: '!foo' } + +globBase('!foo/(a|b).min.js'); +//=> { base: '.', isGlob: true, glob: '!foo/(a|b).min.js' } + +globBase(''); +//=> { base: '.', isGlob: false, glob: '' } + +globBase('**/*.md'); +//=> { base: '.', isGlob: true, glob: '**/*.md' } + +globBase('**/*.min.js'); +//=> { base: '.', isGlob: true, glob: '**/*.min.js' } + +globBase('**/.*'); +//=> { base: '.', isGlob: true, glob: '**/.*' } + +globBase('**/d'); +//=> { base: '.', isGlob: true, glob: '**/d' } + +globBase('*.*'); +//=> { base: '.', isGlob: true, glob: '*.*' } + +globBase('*.min.js'); +//=> { base: '.', isGlob: true, glob: '*.min.js' } + +globBase('*/*'); +//=> { base: '.', isGlob: true, glob: '*/*' } + +globBase('*b'); +//=> { base: '.', isGlob: true, glob: '*b' } + +globBase('.'); +//=> { base: '.', isGlob: false, glob: '.' } + +globBase('.*'); +//=> { base: '.', isGlob: true, glob: '.*' } + +globBase('./*'); +//=> { base: '.', isGlob: true, glob: '*' } + +globBase('/a'); +//=> { base: '/', isGlob: false, glob: 'a' } + +globBase('@(a|b)/e.f.g/'); +//=> { base: '.', isGlob: true, glob: '@(a|b)/e.f.g/' } + +globBase('[a-c]b*'); +//=> { base: '.', isGlob: true, glob: '[a-c]b*' } + +globBase('a'); +//=> { base: '.', isGlob: false, glob: 'a' } + +globBase('a.min.js'); +//=> { base: '.', isGlob: false, glob: 'a.min.js' } + +globBase('a/'); +//=> { base: 'a/', isGlob: false, glob: '' } + +globBase('a/**/j/**/z/*.md'); +//=> { base: 'a', isGlob: true, glob: '**/j/**/z/*.md' } + +globBase('a/*/c/*.md'); +//=> { base: 'a', isGlob: true, glob: '*/c/*.md' } + +globBase('a/?/c.md'); +//=> { base: 'a', isGlob: true, glob: '?/c.md' } + +globBase('a/??/c.js'); +//=> { base: 'a', isGlob: true, glob: '??/c.js' } + +globBase('a?b'); +//=> { base: '.', isGlob: true, glob: 'a?b' } + +globBase('bb'); +//=> { base: '.', isGlob: false, glob: 'bb' } + +globBase('c.md'); +//=> { base: '.', isGlob: false, glob: 'c.md' } +``` + +## Running tests +Install dev dependencies. + +```bash +npm i -d && npm test +``` + + +## Contributing +Pull requests and stars are always welcome. For bugs and feature requests, [please create an issue](https://github.com/jonschlinkert/glob-base/issues) + + +## Author + +**Jon Schlinkert** + ++ [github/jonschlinkert](https://github.com/jonschlinkert) ++ [twitter/jonschlinkert](http://twitter.com/jonschlinkert) + +## License +Copyright (c) 2015 Jon Schlinkert +Released under the MIT license + +*** + +_This file was generated by [verb-cli](https://github.com/assemble/verb-cli) on March 08, 2015._ diff --git a/node_modules/glob-base/index.js b/node_modules/glob-base/index.js new file mode 100644 index 00000000..564b4a88 --- /dev/null +++ b/node_modules/glob-base/index.js @@ -0,0 +1,51 @@ +/*! + * glob-base
+
+